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RDR2 NativeDB

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

Search 7149 native functions

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  1. int GET_MUSIC_PLAYTIME ()  //0xE7A0D23DC414507B

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  2. int GET_SOUND_ID ()  //0x430386FE9BF80B45

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  3. BOOL IS_AMBIENT_SPEECH_DISABLED ( Ped ped )  //0x932C2D096A2C3FFF

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  4. BOOL IS_AMBIENT_SPEECH_PLAYING ( Ped ped )  //0x9072C8B49907BFAD

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  5. BOOL IS_ANIMAL_VOCALIZATION_PLAYING ( Ped pedHandle )  //0xC265DF9FB44A9FBD

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  6. BOOL IS_ANY_SPEECH_PLAYING ( Ped ped )  //0x729072355FA39EC9

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  7. BOOL IS_AUDIO_SCENE_ACTIVE ( const char* scene )  //0xB65B60556E2A9225

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  8. BOOL IS_HORN_ACTIVE ( Vehicle vehicle )  //0x9D6BFC12B05C6121

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  9. BOOL IS_PED_IN_CURRENT_CONVERSATION ( const char* p0, Ped ped, Any p2 )  //0x049E937F18F4020C

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  10. BOOL IS_SCRIPTED_CONVERSATION_LOADED ( const char* convoRoot )  //0xDF0D54BE7A776737

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  11. BOOL IS_SCRIPTED_CONVERSATION_PLAYING ( const char* p0 )  //0x1ECC76792F661CF5

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  12. BOOL IS_SCRIPTED_SPEECH_PLAYING ( Any p0 )  //0xCC9AA18DCC7084F4

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  13. BOOL IS_STREAM_PLAYING ( int streamId )  //0xD11FA52EB849D978

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  14. BOOL LOAD_STREAM ( const char* streamName, const char* soundSet )  //0x1F1F957154EC51DF

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  15. void PAUSE_SCRIPTED_CONVERSATION ( const char* p0, BOOL p1, BOOL p2, BOOL p3, BOOL p4 )  //0x8530AD776CD72B12

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  16. BOOL PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE ( float x, float y, float z, Any* params )  //0xED640017ED337E45

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  17. void PLAY_ANIMAL_VOCALIZATION ( Ped ped, const char* vocalizationName, BOOL p2 )  //0xEE066C7006C49C0A

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  18. void PLAY_END_CREDITS_MUSIC ( BOOL play )  //0xCD536C4D33DCC900

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  19. void PLAY_PAIN ( Ped ped, int painId, float p2, BOOL p3, BOOL isNetwork )  //0xBC9AE166038A5CEC

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  20. BOOL PLAY_PED_AMBIENT_SPEECH_NATIVE ( Ped ped, Any* params )  //0x8E04FEDD28D42462

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  21. void PLAY_SOUND ( const char* audioName, const char* audioRef, BOOL p2, Any p3, BOOL p4, Any p5 )  //0x7FF4944CC209192D

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  22. void PLAY_SOUND_FROM_ENTITY ( const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p4, Any p5 )  //0x6FB1DA3CA9DA7D90

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  23. void PLAY_SOUND_FRONTEND ( const char* audioName, const char* audioRef, BOOL p2, Any p3 )  //0x67C540AA08E4A6F5

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  24. void PLAY_STREAM_FROM_PED ( Ped ped, int streamId )  //0x89049DD63C08B5D1

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  25. void PLAY_STREAM_FROM_POSITION ( float x, float y, float z, int streamId )  //0x21442F412E8DE56B

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  26. void PLAY_STREAM_FRONTEND ( int streamId )  //0x58FCE43488F9F5F4

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  27. void PRELOAD_SCRIPT_CONVERSATION ( const char* convoRoot, BOOL p1, BOOL p2, BOOL clone )  //0x3B3CAD6166916D87

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  28. BOOL PREPARE_MUSIC_EVENT ( const char* eventName )  //0x1E5185B72EF5158A

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  29. BOOL PREPARE_SOUND ( const char* soundName, const char* soundsetName, int soundId )  //0xE368E8422C860BA7

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  30. BOOL PREPARE_SOUND_WITH_ENTITY ( const char* soundName, Entity entity, const char* soundsetName, int soundId )  //0x4AD019591E94C064

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  31. BOOL PREPARE_SOUNDSET ( const char* soundsetName, BOOL p1 )  //0xD9130842D7226045

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  32. void REGISTER_SCRIPT_WITH_AUDIO ( int p0 )  //0xC6ED9D5092438D91

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  33. void RELEASE_NAMED_SCRIPT_AUDIO_BANK ( const char* audioBank )  //0x77ED170667F50170

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  34. void RELEASE_SCRIPT_AUDIO_BANK ()  //0x7A2D8AD0A9EB9C3F

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  35. void RELEASE_SOUND_ID ( int soundId )  //0x353FC880830B88FA

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  36. void REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP ( Entity entity, float p1 )  //0x18EB48CFC41F2EA0

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  37. void REMOVE_PORTAL_SETTINGS_OVERRIDE ( const char* p0 )  //0xB4BBFD9CD8B3922B

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  38. BOOL REQUEST_SCRIPT_AUDIO_BANK ( const char* audioBank )  //0x2F844A8B08D76685

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  39. void RESTART_SCRIPTED_CONVERSATION ( const char* p0 )  //0x9AEB285D1818C9AC

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  40. void SET_AMBIENT_VOICE_NAME ( Ped ped, const char* name )  //0x6C8065A3B780185B

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  41. void SET_AMBIENT_ZONE_LIST_STATE ( const char* ambientZone, BOOL p1, BOOL p2 )  //0x9748FA4DE50CCE3E

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  42. void SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT ( const char* ambientZone, BOOL p1, BOOL p2 )  //0xF3638DAE8C4045E1

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  43. void SET_AMBIENT_ZONE_STATE ( const char* zoneName, BOOL isEnabled, BOOL p2 )  //0xBDA07E5950085E46

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  44. void SET_AMBIENT_ZONE_STATE_PERSISTENT ( const char* ambientZone, BOOL p1, BOOL p2 )  //0x1D6650420CEC9D3B

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  45. void SET_ANIMAL_MOOD ( Ped animal, int mood )  //0xCC97B29285B1DC3B

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  46. void SET_AUDIO_FLAG ( const char* flagName, BOOL toggle )  //0xB9EFD5C25018725A

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  47. void SET_AUDIO_ONLINE_TRANSITION_STAGE ( const char* p0 )  //0x9B1FC259187C97C0

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  48. void SET_AUDIO_SCENE_VARIABLE ( const char* scene, const char* variable, float value )  //0xEF21A9EF089A2668

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  49. void SET_AUDIO_VEHICLE_PRIORITY ( Vehicle vehicle, Any p1 )  //0xE5564483E407F914

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  50. void SET_GPS_ACTIVE ( BOOL active )  //0x3BD3F52BA9B1E4E8

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