RDR2 NativeDB
Browse our wiki-style database of native functions in Red Dead Redemption II.
Namespaces
- BUILTIN
- AICOVERPOINT
- AITRANSPORT
- ANIMSCENE
- _NAMESPACE4
- ATTRIBUTE
- AUDIO
- BOUNTY
- BRAIN
- CAM
- CLOCK
- COLLECTION
- COMPANION
- COMPENDIUM
- CRASHLOG
- CREW
- DATABINDING
- DATAFILE
- DEBUG
- DECORATOR
- DLC
- ENTITY
- EVENT
- FIRE
- FLOCK
- GRAPHICS
- GANG
- GOOGLE_ANALYTICS
- HUD
- IK
- _NAMESPACE30
- INTERIOR
- INVENTORY
- ITEMDATABASE
- ITEMSET
- LAW
- LOCALIZATION
- MAP
- MINIGAME
- MISC
- MISSIONDATA
- MONEY
- NETSHOPPING
- NETWORK
- OBJECT
- PAD
- PATHFIND
- PED
- PERSCHAR
- PERSISTENCE
- PHYSICS
- PLAYER
- POPULATION
- POSSE
- PROPSET
- QUEUE
- RECORDING
- REPLAY
- SCRIPTS
- SAVE
- SHAPETEST
- SOCIALCLUB
- SOCIALCLUBFEED
- SPACTIONPROXY
- STATS
- STREAMING
- TASK
- TELEMETRY
- TXD
- UIAPPS
- UIDEBUG
- UIEVENTS
- UIFEED
- UILOG
- UIPINNING
- UITUTORIAL
- UISTATEMACHINE
- UISTICKYFEED
- UNLOCK
- VEHICLE
- VOICE
- VOLUME
- WATER
- WEAPON
- ZONE
99 natives in namespace ANIMSCENE
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BOOL _IS_MGM_SYSTEM_LOADED ( const char* mgmFilename ) //0xFDFC14799373283F
- 0
- 176
- 1207
-
Object _GET_ANIM_SCENE_OBJECT ( AnimScene animScene, const char* name, BOOL isNetwork ) //0xFB5674687A1B2814
- 0
- 313
- 1207
-
BOOL HAS_ANIM_SCENE_EXITED ( AnimScene animScene, BOOL p1 ) //0xF94692EB9DC15D74
- 0
- 324
- 1207
-
BOOL _IS_ANIM_SCENE_METADATA_ASSET_IN_RANGE_LOADING ( AnimScene animScene, BOOL p1 ) //0xF8D1D2DAB6007EEF
- 0
- 275
- 1207
-
void TAKE_OWNERSHIP_OF_ANIM_SCENE ( AnimScene animScene ) //0xF7A4C571E572D237
- 0
- 218
- 1207
-
void START_ANIM_SCENE ( AnimScene animScene ) //0xF4D94AF761768700
- 0
- 369
- 1207
-
BOOL WAS_ANIM_SCENE_SKIPPED ( AnimScene animScene ) //0xEF324E9550A394D5
- 0
- 203
- 1207
-
BOOL _0xEA41D44A8D42057B () //0xEA41D44A8D42057B
- 0
- 193
- 1207
-
Ped _GET_ANIM_SCENE_PED ( AnimScene animScene, const char* name, BOOL isNetwork ) //0xE5822422197BBBA3
- 0
- 374
- 1207
-
void _0xE12D7B4B959644CD () //0xE12D7B4B959644CD
- 0
- 196
- 1207
-
BOOL REQUEST_ANIM_SCENE_PLAY_LIST ( AnimScene animScene, const char* playlistName ) //0xDF7B5144E25CD3FE
- 0
- 214
- 1207
-
void ATTACH_ANIM_SCENE_TO_ENTITY ( AnimScene animScene, Entity entity, int p2 ) //0xDC418495DBA327A1
- 0
- 205
- 1207
-
BOOL IS_ANIM_SCENE_FINISHED ( AnimScene animScene, BOOL p1 ) //0xD8254CB2C586412B
- 0
- 411
- 1207
-
BOOL _0xD70C7A30412F8FA0 ( AnimScene animScene ) //0xD70C7A30412F8FA0
- 0
- 303
- 1207
-
void SET_ANIM_SCENE_PAUSED ( AnimScene animScene, BOOL toggle ) //0xD6824B7D24DC0CE0
- 0
- 336
- 1207
-
void _SET_PHOTO_MODE_ACTIVE ( BOOL active ) //0xCDCD7B2D49AEE73A
- 1
- 576
- 1207
-
BOOL IS_ANIM_SCENE_EXITING_THIS_FRAME ( AnimScene animScene ) //0xCDC5512A407CF08D
- 0
- 248
- 1207
-
float GET_ANIM_SCENE_FLOAT ( AnimScene animScene, const char* name ) //0xCC24CB07F60B496E
- 0
- 192
- 1207
-
BOOL IS_ANIM_SCENE_RUNNING ( AnimScene animScene, BOOL p1 ) //0xCBFC7725DE6CE2E0
- 0
- 306
- 1207
-
void _0xC1193521E3B9FADD ( Entity entity, BOOL p1 ) //0xC1193521E3B9FADD
- 0
- 206
- 1207
-
void _CLEAR_BREAKOUT_ARCHETYPE ( Ped ped ) //0xBC781D24AA11F179
- 0
- 206
- 1207
-
BOOL HAS_ENTITY_EXITED_ANIM_SCENE ( AnimScene animScene, char* p1 ) //0xB89FCFF19DAFFF28
- 0
- 318
- 1207
-
BOOL _LOAD_MGM_ASSETS ( const char* mgmFilename ) //0xB727A847862CB00A
- 0
- 194
- 1207
-
void _0xB1A196BAFE650402 ( int mgmHandle, Ped ped ) //0xB1A196BAFE650402
- 0
- 192
- 1207
-
void LOAD_ANIM_SCENE ( AnimScene animScene ) //0xAF068580194D9DC7
- 0
- 356
- 1207
-
void _0xAE6DE22DE0ED4554 ( int mgmHandle, Ped ped ) //0xAE6DE22DE0ED4554
- 0
- 194
- 1207
-
BOOL _RELEASE_ANIM_SCENE_PLAY_LIST ( AnimScene animScene, const char* playlistName ) //0xAE6ADA8FE7E84ACC
- 0
- 196
- 1207
-
Hash _GET_ANIM_SCENE_DICT ( AnimScene animScene ) //0xAE5ADA4FE3E21ADC
- 0
- 208
- 1207
-
void GET_ANIM_SCENE_ORIGIN ( AnimScene animScene, Vector3* position, Vector3* rotation, int order ) //0xADF1D53F3B1FE0A7
- 0
- 290
- 1207
-
void SET_ANIM_SCENE_PLAYBACK_LIST ( AnimScene animScene, const char* playbackListName ) //0xAB5E7CAB074D6B84
- 0
- 258
- 1207
-
BOOL _0xA96619FE85159ED2 ( AnimScene animScene ) //0xA96619FE85159ED2
- 0
- 290
- 1207
-
BOOL _DOES_ANIM_SCENE_PLAY_LIST_EXIST ( AnimScene animScene, const char* playbackListName ) //0xA9016536015DE29D
- 0
- 192
- 1207
-
void FADE_ANIM_SCENE_AUDIO_IN ( AnimScene animScene, float p1 ) //0xA41351EA2A18A0AD
- 0
- 304
- 1207
-
void DETACH_ANIM_SCENE_PRESERVING_LOCATION ( AnimScene animScene ) //0xA2507C4948C83D2E
- 0
- 200
- 1207
-
int _CREATE_MGM_SYSTEM ( const char* mgmFilename ) //0xA1300DE03E5D1973
- 0
- 201
- 1207
-
int _GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS ( AnimScene animScene, const char* phaseName ) //0x9E036D5204FFBBC8
- 0
- 280
- 1207
-
BOOL _DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST ( AnimScene animScene, const char* entityName ) //0x9D1ECA9337BE9FC3
- 0
- 297
- 1207
-
BOOL _0x9AAE3C1148A09BCA ( AnimScene animScene ) //0x9AAE3C1148A09BCA
- 0
- 268
- 1207
-
void _SET_BREAKOUT_ARCHETYPE ( Ped ped, const char* archetype ) //0x99B2A2E3655DEAF1
- 0
- 209
- 1207
-
BOOL IS_ANIM_SCENE_METADATA_LOADED ( AnimScene animScene, BOOL p1 ) //0x95531A4A20CCE7BC
- 0
- 322
- 1207
-
void RESET_ANIM_SCENE ( AnimScene animScene, const char* playbackListName ) //0x8FDF221F13537936
- 0
- 291
- 1207
-
void RESUME_ANIM_SCENE_FROM_LAST_CHECKPOINT ( AnimScene animScene ) //0x8E1BA705F63C1925
- 0
- 283
- 1207
-
BOOL IS_ANIM_SCENE_IN_SECTION ( AnimScene animScene, const char* sectionName, BOOL p2 ) //0x8D81E7824B7753F7
- 0
- 291
- 1207
-
void SET_ANIM_SCENE_ENTITY ( AnimScene animScene, const char* entityName, Entity entity, int flags ) //0x8B720AD451CA2AB3
- 0
- 362
- 1207
-
void _CLEAR_ANIM_SCENE_WAS_SKIPPED ( AnimScene animScene ) //0x8A8208AE92BF87A5
- 0
- 373
- 1207
-
void _DELETE_ANIM_SCENE ( AnimScene animScene ) //0x84EEDB2C6E650000
- 0
- 419
- 1207
-
BOOL GET_ANIM_SCENE_ENTITY_LOCATION_DATA ( AnimScene animScene, const char* entityName, Vector3* matrix, BOOL p3, const char* playbackListName, int p5 ) //0x8398438D8F14F56D
- 0
- 232
- 1207
-
_REQUEST_PHOTO_MODE_FREEZE () //0x7C709C01D43D94CD
- 0
- 401
- 1207
-
void SET_ANIM_SCENE_RATE ( AnimScene animScene, float rate ) //0x75820B801CFF262A
- 0
- 306
- 1207
-
BOOL COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME ( AnimScene animScene, const char* entityName, Any p2, Any p3 ) //0x73616E64696C616E
- 0
- 299
- 1207
Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.
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