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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. void SET_ANIM_SCENE_BOOL ( AnimScene animScene, const char* name, BOOL value, BOOL p3 )  //0x519E96C2C68B404B

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  2. BOOL GET_ANIM_SCENE_BOOL ( AnimScene animScene, const char* name )  //0x07A6F6447ECA9B64

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  3. void SET_ANIM_SCENE_FLOAT ( AnimScene animScene, const char* name, float value, BOOL p3, BOOL p4 )  //0x6BC5104E68CBEFE8

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

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  5. void SET_ANIM_SCENE_INT ( AnimScene animScene, const char* name, int value, BOOL p3 )  //0x3A379D2166CF5B92

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  6. int GET_ANIM_SCENE_INT ( AnimScene animScene, const char* name )  //0x2B7277484CC095FD

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

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  8. BOOL IS_ENTITY_PLAYING_ANIM_SCENE ( Entity entity, AnimScene animScene )  //0x3AB6C7B0BB0DF4B1

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

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  10. void ATTACH_ANIM_SCENE_TO_ENTITY_PRESERVING_LOCATION ( AnimScene animScene, Entity entity, int p2 )  //0x1C0B105C3F30B88D

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  11. void DETACH_ANIM_SCENE ( AnimScene animScene )  //0x6843A1AA3A336DFF

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

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

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  14. BOOL CHECK_OWNERSHIP_OF_ANIM_SCENE ( AnimScene animScene )  //0x661B8683611B9B97

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

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  16. BOOL _0x1C5D33A4293E6DDE ( AnimScene animScene, const char* phaseName )  //0x1C5D33A4293E6DDE

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

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  18. void SET_ANIM_SCENE_PLAY_LIST ( AnimScene animScene, const char* playlistName, BOOL p2 )  //0x15598CFB25F3DC7E

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  19. BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_ACTIVE ( AnimScene animScene, const char* phaseName )  //0x1F0E401031E20146

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

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

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  22. Hash _GET_ANIM_SCENE_DICT ( AnimScene animScene )  //0xAE5ADA4FE3E21ADC

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  23. BOOL _0x1407F5115FB9583E ( AnimScene animScene, const char* p1 )  //0x1407F5115FB9583E

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  24. BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADED ( AnimScene animScene, const char* phaseName )  //0x23E33CB9F4A3F547

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  25. BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADING ( AnimScene animScene, const char* phaseName )  //0x0DF57F86FE71DBE5

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  26. void _0x1AD896BF43619551 ()  //0x1AD896BF43619551

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  27. int GET_ANIM_SCENE_CURRENT_ACTIVE_CAMERA_COUNT ( AnimScene animScene )  //0x4822A65D5AF64E69

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  28. BOOL _0x5D7BFDA2290B4E39 ( const char* p0 )  //0x5D7BFDA2290B4E39

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

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

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

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  32. void _DELETE_MGM_SYSTEM ( int mgmHandle )  //0x53CB3970BA02E3CC

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

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

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  35. BOOL _0x61B2AAEF645DDAF0 ( int mgmEventHandle, const char* p1, int seatId, int p3, BOOL p4 )  //0x61B2AAEF645DDAF0

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  36. void _SET_MGM_EVENT ( int mgmEventHandle, const char* p1, Any seatId, int p3, float p4 )  //0x07706C4CC9C6CC9E

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  37. void _0x3641FCD53E59B335 ( int mgmHandle, Ped ped, const char* secondaryVoiceString )  //0x3641FCD53E59B335

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

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

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  40. BOOL _0x3B393716C3FD8237 ( Ped ped )  //0x3B393716C3FD8237

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  41. void _0xE12D7B4B959644CD ()  //0xE12D7B4B959644CD

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

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  43. _REQUEST_PHOTO_MODE_FREEZE ()  //0x7C709C01D43D94CD

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  44. _REQUEST_PHOTO_MODE_DEFREEZE ()  //0x41AFA5F228B0B6B0

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  45. BOOL _0x2DB524750DC41ED4 ()  //0x2DB524750DC41ED4

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  46. BOOL _0xEA41D44A8D42057B ()  //0xEA41D44A8D42057B

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  47. void _PAUSE_SCRIPT_THREADS ( BOOL toggle )  //0x37C1257849DEF24A

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

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

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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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