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RDR2 NativeDB

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

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222 natives in namespace WEAPON

  1. Hash GET_BEST_PED_WEAPON ( Ped ped, BOOL p1, BOOL p2 )  //0x8483E98E8B888AE2

    • 0
    • 349
    • 1207
  2. void GET_BEST_PED_SHORTARM_GUID ( Ped ped, Any* outGUID, BOOL p2, BOOL p3 )  //0xF52BD94B47CCF736

    • 0
    • 214
    • 1207
  3. BOOL GET_PED_WEAPON_GUID_AT_ATTACH_POINT ( Ped ped, int attachPoint, Any* weaponGuid )  //0x6929E22158E52265

    • 0
    • 269
    • 1207
  4. Hash _GET_BEST_PED_WEAPON_IN_GROUP ( Ped ped, Hash weaponGroup, BOOL p2, BOOL p3 )  //0x9F67929D98E7C6E8

    • 0
    • 211
    • 1207
  5. Hash _0x08FF1099ED2E6E21 ( Ped ped )  //0x08FF1099ED2E6E21

    • 0
    • 266
    • 1207
  6. void _SET_AMMO_IN_TURRET ( Vehicle vehicle, Hash turretHash, int ammo )  //0xBDDA0C290C228159

    • 0
    • 212
    • 1207
  7. BOOL SET_CURRENT_PED_VEHICLE_WEAPON ( Ped ped, Hash weaponHash )  //0x75C55983C2C39DAA

    • 0
    • 259
    • 1207
  8. BOOL GET_CURRENT_PED_VEHICLE_WEAPON ( Ped ped, Hash* weaponHash )  //0x1017582BCD3832DC

    • 0
    • 351
    • 1207
  9. BOOL IS_PED_ARMED ( Ped ped, int flags )  //0xCB690F680A3EA971

    • 0
    • 361
    • 1207
  10. Any _0xA2091482ED42EF85 ( Any p0, Any p1 )  //0xA2091482ED42EF85

    • 0
    • 208
    • 1207
  11. Any _0x2387D6E9C6B478AA ( Any p0 )  //0x2387D6E9C6B478AA

    • 0
    • 221
    • 1207
  12. BOOL IS_WEAPON_VALID ( Hash weaponHash )  //0x937C71165CF334B3

    • 0
    • 322
    • 1207
  13. BOOL _IS_AMMO_VALID ( Hash ammoHash )  //0x1F7977C9101F807F

    • 0
    • 206
    • 1207
  14. Any _0x23BF601A42F329A0 ( Any p0 )  //0x23BF601A42F329A0

    • 0
    • 195
    • 1207
  15. BOOL IS_PED_CARRYING_WEAPON ( Ped ped, Hash weaponHash )  //0xF29A186ED428B552

    • 0
    • 240
    • 1207
  16. BOOL HAS_PED_GOT_WEAPON ( Ped ped, Hash weaponHash, int p2, BOOL p3 )  //0x8DECB02F88F428BC

    • 1
    • 669
    • 1207
  17. Any _0x07E1C35F0078C3F9 ( Any p0, Any p1 )  //0x07E1C35F0078C3F9

    • 0
    • 200
    • 1207
  18. BOOL IS_PED_WEAPON_READY_TO_SHOOT ( Ped ped )  //0xB80CA294F2F26749

    • 0
    • 338
    • 1207
  19. Hash _GET_PED_WEAPON_IN_SLOT ( Ped ped, Hash slotHash )  //0xDBC4B552B2AE9A83

    • 0
    • 315
    • 1207
  20. void GIVE_DELAYED_WEAPON_TO_PED ( Ped ped, Hash weaponHash, int ammoCount, BOOL p3, Hash addReason )  //0xB282DC6EBD803C75

    • 0
    • 782
    • 1207
  21. void REMOVE_ALL_PED_WEAPONS ( Ped ped, BOOL p1, BOOL p2 )  //0xF25DF915FA38C5F3

    • 0
    • 669
    • 1207
  22. void REMOVE_WEAPON_FROM_PED ( Ped ped, Hash weaponHash, BOOL p2, Hash removeReason )  //0x4899CB088EDF59B8

    • 1
    • 545
    • 1207
  23. void HIDE_PED_WEAPON_FOR_SCRIPTED_CUTSCENE ( Ped ped, BOOL toggle )  //0x6F6981D2253C208F

    • 0
    • 227
    • 1207
  24. void SET_PED_CURRENT_WEAPON_VISIBLE ( Ped ped, BOOL visible, BOOL deselectWeapon, BOOL p3, BOOL p4 )  //0x0725A4CCFDED9A70

    • 0
    • 363
    • 1207
  25. void _SET_PED_WEAPON_ATTACH_POINT_VISIBILITY ( Ped ped, int attachPoint, BOOL visible )  //0x67E21ACC5C0C970C

    • 0
    • 288
    • 1207
  26. Any SET_PED_ALL_WEAPONS_VISIBILITY ( Ped ped, BOOL visible )  //0x4F806A6CFED89468

    • 0
    • 310
    • 1207
  27. void SET_PED_DROPS_WEAPONS_WHEN_DEAD ( Ped ped, BOOL toggle )  //0x476AE72C1D19D1A8

    • 0
    • 268
    • 1207
  28. void _0x431240A58484D5D0 ( Ped ped, BOOL toggle )  //0x431240A58484D5D0

    • 0
    • 201
    • 1207
  29. void _0x45E57FDD531C9477 ( Ped ped, BOOL toggle )  //0x45E57FDD531C9477

    • 0
    • 238
    • 1207
  30. void _0xF08D8FEB455F2C8C ( Ped ped, BOOL toggle )  //0xF08D8FEB455F2C8C

    • 0
    • 228
    • 1207
  31. void _0x16D9841A85FA627E ( Ped ped, BOOL toggle )  //0x16D9841A85FA627E

    • 0
    • 265
    • 1207
  32. BOOL GET_PED_LAST_WEAPON_IMPACT_COORD ( Ped ped, Vector3* coords )  //0x6C4D0409BA1A2BC2

    • 4
    • 1,481
    • 1207
  33. void _CLEAR_PED_LAST_WEAPON_DAMAGE ( Ped ped )  //0x087D8F4BC65F68E4

    • 0
    • 229
    • 1207
  34. BOOL _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON ( Entity entity, Hash weaponName, int weaponType )  //0xDCF06D0CDFF68424

    • 0
    • 333
    • 1207
  35. void SET_PED_DROPS_INVENTORY_WEAPON ( Ped ped, Hash weaponHash, float xOffset, float yOffset, float zOffset, int ammoCount )  //0x208A1888007FC0E6

    • 0
    • 345
    • 1207
  36. void _0xB0FB9B196A3D13F0 ( Any p0, Any p1, Any p2 )  //0xB0FB9B196A3D13F0

    • 0
    • 234
    • 1207
  37. void _0x2EBF70E1D8C06683 ( Any p0, Any p1 )  //0x2EBF70E1D8C06683

    • 0
    • 199
    • 1207
  38. void _0x63B83A526329AFBC ( Any p0 )  //0x63B83A526329AFBC

    • 0
    • 210
    • 1207
  39. Any _MAKE_PED_RELOAD ( Ped ped )  //0x79E1E511FF7EFB13

    • 1
    • 438
    • 1207
  40. Any _REFILL_AMMO_IN_CURRENT_PED_WEAPON ( Ped ped )  //0x0A2AB7B7ABC055F4

    • 1
    • 401
    • 1207
  41. Entity MAKE_PED_DROP_WEAPON ( Ped ped, BOOL p1, int attachPoint, BOOL p3, BOOL p4 )  //0xCEF4C65DE502D367

    • 0
    • 359
    • 1207
  42. Hash _GET_SELECTED_PED_WEAPON ( Ped ped )  //0x8425C5F057012DAB

    • 0
    • 613
    • 1207
  43. void SET_ALLOW_ANY_WEAPON_DROP ( Ped ped, BOOL toggle )  //0x78030C7867D8B9B6

    • 0
    • 209
    • 1207
  44. void _0xA3716A77DCF17424 ( Any p0, Any p1, Any p2 )  //0xA3716A77DCF17424

    • 0
    • 232
    • 1207
  45. Any _0x3799EFCC3C8CD5E1 ( Any p0 )  //0x3799EFCC3C8CD5E1

    • 1
    • 388
    • 1207
  46. float _GET_MAX_LOCKON_DISTANCE_OF_CURRENT_PED_WEAPON ( Ped ped )  //0x79B1A6E780266DB0

    • 0
    • 234
    • 1207
  47. void _REMOVE_WEAPON_COMPONENT_FROM_PED ( Ped ped, Hash componentHash, Hash weaponHash )  //0x19F70C4D80494FF8

    • 0
    • 294
    • 1207
  48. BOOL _HAS_PED_GOT_WEAPON_COMPONENT ( Ped ped, Hash componentHash, Hash weaponHash )  //0xBBC67A6F965C688A

    • 0
    • 237
    • 1207
  49. BOOL _IS_PED_CURRENT_WEAPON_HOLSTERED ( Ped ped )  //0xBDD9C235D8D1052E

    • 2
    • 574
    • 1207
  50. Any _0xD2209866B0CB72EA ( Any p0, Any p1 )  //0xD2209866B0CB72EA

    • 0
    • 218
    • 1207

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

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