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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

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99 natives in namespace ANIMSCENE

  1. BOOL _IS_MGM_SYSTEM_LOADED ( const char* mgmFilename )  //0xFDFC14799373283F

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  2. Object _GET_ANIM_SCENE_OBJECT ( AnimScene animScene, const char* name, BOOL isNetwork )  //0xFB5674687A1B2814

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  3. BOOL HAS_ANIM_SCENE_EXITED ( AnimScene animScene, BOOL p1 )  //0xF94692EB9DC15D74

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  4. BOOL _IS_ANIM_SCENE_METADATA_ASSET_IN_RANGE_LOADING ( AnimScene animScene, BOOL p1 )  //0xF8D1D2DAB6007EEF

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  5. void TAKE_OWNERSHIP_OF_ANIM_SCENE ( AnimScene animScene )  //0xF7A4C571E572D237

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  6. void START_ANIM_SCENE ( AnimScene animScene )  //0xF4D94AF761768700

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  7. BOOL WAS_ANIM_SCENE_SKIPPED ( AnimScene animScene )  //0xEF324E9550A394D5

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  8. BOOL _0xEA41D44A8D42057B ()  //0xEA41D44A8D42057B

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  9. Ped _GET_ANIM_SCENE_PED ( AnimScene animScene, const char* name, BOOL isNetwork )  //0xE5822422197BBBA3

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  10. void _0xE12D7B4B959644CD ()  //0xE12D7B4B959644CD

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  11. BOOL REQUEST_ANIM_SCENE_PLAY_LIST ( AnimScene animScene, const char* playlistName )  //0xDF7B5144E25CD3FE

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  12. void ATTACH_ANIM_SCENE_TO_ENTITY ( AnimScene animScene, Entity entity, int p2 )  //0xDC418495DBA327A1

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  13. BOOL IS_ANIM_SCENE_FINISHED ( AnimScene animScene, BOOL p1 )  //0xD8254CB2C586412B

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  14. BOOL _0xD70C7A30412F8FA0 ( AnimScene animScene )  //0xD70C7A30412F8FA0

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  15. void SET_ANIM_SCENE_PAUSED ( AnimScene animScene, BOOL toggle )  //0xD6824B7D24DC0CE0

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  16. void _SET_PHOTO_MODE_ACTIVE ( BOOL active )  //0xCDCD7B2D49AEE73A

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  17. BOOL IS_ANIM_SCENE_EXITING_THIS_FRAME ( AnimScene animScene )  //0xCDC5512A407CF08D

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  18. float GET_ANIM_SCENE_FLOAT ( AnimScene animScene, const char* name )  //0xCC24CB07F60B496E

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  19. BOOL IS_ANIM_SCENE_RUNNING ( AnimScene animScene, BOOL p1 )  //0xCBFC7725DE6CE2E0

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  20. void _0xC1193521E3B9FADD ( Entity entity, BOOL p1 )  //0xC1193521E3B9FADD

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  21. void _CLEAR_BREAKOUT_ARCHETYPE ( Ped ped )  //0xBC781D24AA11F179

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  22. BOOL HAS_ENTITY_EXITED_ANIM_SCENE ( AnimScene animScene, char* p1 )  //0xB89FCFF19DAFFF28

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  23. BOOL _LOAD_MGM_ASSETS ( const char* mgmFilename )  //0xB727A847862CB00A

    • 0
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  24. void _0xB1A196BAFE650402 ( int mgmHandle, Ped ped )  //0xB1A196BAFE650402

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  25. void LOAD_ANIM_SCENE ( AnimScene animScene )  //0xAF068580194D9DC7

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  26. void _0xAE6DE22DE0ED4554 ( int mgmHandle, Ped ped )  //0xAE6DE22DE0ED4554

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  27. BOOL _RELEASE_ANIM_SCENE_PLAY_LIST ( AnimScene animScene, const char* playlistName )  //0xAE6ADA8FE7E84ACC

    • 0
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  28. Hash _GET_ANIM_SCENE_DICT ( AnimScene animScene )  //0xAE5ADA4FE3E21ADC

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  29. void GET_ANIM_SCENE_ORIGIN ( AnimScene animScene, Vector3* position, Vector3* rotation, int order )  //0xADF1D53F3B1FE0A7

    • 0
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  30. void SET_ANIM_SCENE_PLAYBACK_LIST ( AnimScene animScene, const char* playbackListName )  //0xAB5E7CAB074D6B84

    • 0
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  31. BOOL _0xA96619FE85159ED2 ( AnimScene animScene )  //0xA96619FE85159ED2

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  32. BOOL _DOES_ANIM_SCENE_PLAY_LIST_EXIST ( AnimScene animScene, const char* playbackListName )  //0xA9016536015DE29D

    • 0
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  33. void FADE_ANIM_SCENE_AUDIO_IN ( AnimScene animScene, float p1 )  //0xA41351EA2A18A0AD

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  34. void DETACH_ANIM_SCENE_PRESERVING_LOCATION ( AnimScene animScene )  //0xA2507C4948C83D2E

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  35. int _CREATE_MGM_SYSTEM ( const char* mgmFilename )  //0xA1300DE03E5D1973

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  36. int _GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS ( AnimScene animScene, const char* phaseName )  //0x9E036D5204FFBBC8

    • 0
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  37. BOOL _DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST ( AnimScene animScene, const char* entityName )  //0x9D1ECA9337BE9FC3

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  38. BOOL _0x9AAE3C1148A09BCA ( AnimScene animScene )  //0x9AAE3C1148A09BCA

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  39. void _SET_BREAKOUT_ARCHETYPE ( Ped ped, const char* archetype )  //0x99B2A2E3655DEAF1

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  40. BOOL IS_ANIM_SCENE_METADATA_LOADED ( AnimScene animScene, BOOL p1 )  //0x95531A4A20CCE7BC

    • 0
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  41. void RESET_ANIM_SCENE ( AnimScene animScene, const char* playbackListName )  //0x8FDF221F13537936

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  42. void RESUME_ANIM_SCENE_FROM_LAST_CHECKPOINT ( AnimScene animScene )  //0x8E1BA705F63C1925

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  43. BOOL IS_ANIM_SCENE_IN_SECTION ( AnimScene animScene, const char* sectionName, BOOL p2 )  //0x8D81E7824B7753F7

    • 0
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  44. void SET_ANIM_SCENE_ENTITY ( AnimScene animScene, const char* entityName, Entity entity, int flags )  //0x8B720AD451CA2AB3

    • 0
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  45. void _CLEAR_ANIM_SCENE_WAS_SKIPPED ( AnimScene animScene )  //0x8A8208AE92BF87A5

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  46. void _DELETE_ANIM_SCENE ( AnimScene animScene )  //0x84EEDB2C6E650000

    • 0
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  47. BOOL GET_ANIM_SCENE_ENTITY_LOCATION_DATA ( AnimScene animScene, const char* entityName, Vector3* matrix, BOOL p3, const char* playbackListName, int p5 )  //0x8398438D8F14F56D

    • 0
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  48. _REQUEST_PHOTO_MODE_FREEZE ()  //0x7C709C01D43D94CD

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  49. void SET_ANIM_SCENE_RATE ( AnimScene animScene, float rate )  //0x75820B801CFF262A

    • 0
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  50. BOOL COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME ( AnimScene animScene, const char* entityName, Any p2, Any p3 )  //0x73616E64696C616E

    • 0
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Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.

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