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RDR2 NativeDB

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

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269 natives in namespace ENTITY

  1. void _0x850C940EE3E7B8B5 ( Entity entity, BOOL toggle )  //0x850C940EE3E7B8B5

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  2. void _0x7A49D40DE437BC8D ( Any p0, Any p1 )  //0x7A49D40DE437BC8D

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  3. void _0x978AA2323ED32209 ( Any p0, Any p1 )  //0x978AA2323ED32209

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  4. void _0x002AAC783ED323ED ( Any p0, Any p1 )  //0x002AAC783ED323ED

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  5. void _0x007AAC783ED323ED ( Any p0, Any p1, Any p2 )  //0x007AAC783ED323ED

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  6. void _0xFF9965C47FA404DA ( Entity entity, BOOL toggle )  //0xFF9965C47FA404DA

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  7. void _0x3F08C6163A4AB1D6 ( Any p0 )  //0x3F08C6163A4AB1D6

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  8. void _0x0DB41D59E0F1502B ( Any p0 )  //0x0DB41D59E0F1502B

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  9. void _0xCDB682BB47C02F0A ( Entity entity, Hash p1 )  //0xCDB682BB47C02F0A

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  10. void _0xE19035EB65AB2932 ( Any p0, Any p1 )  //0xE19035EB65AB2932

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  11. void _SET_ENTITY_CARCASS_TYPE ( Entity entity, Hash type )  //0x399657ED871B3A6C

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  12. void _DELETE_CARRIABLE ( Entity* entity )  //0x0D0DB2B6AF19A987

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  13. void _0x6BCF5F3D8FFE988D ( Entity entity, BOOL p1 )  //0x6BCF5F3D8FFE988D

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  14. void _SET_ENTITY_CARRYING_FLAG ( Entity p0, int p1, BOOL p2 )  //0x18FF3110CF47115D

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  15. void _0xC3ABCFBC7D74AFA5 ( Any p0, Any p1, Any p2 )  //0xC3ABCFBC7D74AFA5

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  16. void _0xA48E4801DEBDF7E4 ( Entity entity, BOOL p1 )  //0xA48E4801DEBDF7E4

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  17. void _0xDD03FC2089AD093C ( Any p0, Any p1, Any p2, Any p3 )  //0xDD03FC2089AD093C

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  18. void _0xEF259AA1E097E0AD ( Entity entity, Any p1 )  //0xEF259AA1E097E0AD

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  19. void _0xBD94CECFB2D65119 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xBD94CECFB2D65119

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  20. void _SET_ENTITY_CUSTOM_PICKUP_RADIUS ( Entity entity, float radius )  //0x482D17E45665DA44

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  21. void _0xE75EEA8DB59A9F39 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xE75EEA8DB59A9F39

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  22. void _0x371D179701D9C082 ( Entity entity )  //0x371D179701D9C082

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  23. void APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS ( Entity entity, int forceType, float x, float y, float z, BOOL p5, BOOL isDirectionRel, BOOL isForceRel, BOOL p8 )  //0x31DA7CEC5334DB37

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  24. void ATTACH_ENTITY_TO_ENTITY ( Entity entity1, Entity entity2, BOOL useSoftPinning, BOOL collision, BOOL isPed, int vertexIndex, BOOL fixedRot, BOOL p15, BOOL p16, int boneIndex )  //0x6B9BBD38AB0796DF

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  25. void ATTACH_ENTITY_TO_ENTITY_PHYSICALLY ( Entity entity1, Entity entity2, float p10, float p11, float p12, float p13, BOOL p14, BOOL p15, BOOL p16, BOOL p17 )  //0xB629A43CA1643481

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  26. void _0x445D7D8EA66E373E ( Any p0, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p2, Any p3 )  //0x445D7D8EA66E373E

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  27. void _0x16908E859C3AB698 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x16908E859C3AB698

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  28. void CLEAR_ENTITY_LAST_DAMAGE_ENTITY ( Entity entity )  //0xBB19AC7D4DCEFD0F

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  29. void DELETE_ENTITY ( Entity* entity )  //0x4CD38C78BD19A497

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  30. void _DELETE_ENTITY_2 ( Entity* entity )  //0x5E94EA09E7207C16

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  31. void DETACH_ENTITY ( Entity entity, BOOL p1, BOOL collision )  //0x64CDE9D6BF8ECAD3

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  32. void FREEZE_ENTITY_POSITION ( Entity entity, BOOL toggle )  //0x7D9EFB7AD6B19754

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  33. void _0xC6A1A3D63F122DE7 ( Any p0, Any p1 )  //0xC6A1A3D63F122DE7

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  34. void _SET_ENTITY_CLEANUP_BY_ENGINE ( Entity entity, BOOL toggle )  //0x740CB4F3F602C9F4

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  35. void SET_ENTITY_AS_MISSION_ENTITY ( Entity entity, BOOL p1, BOOL p2 )  //0xDC19C288082E586E

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  36. void SET_ENTITY_AS_NO_LONGER_NEEDED ( Entity* entity )  //0x4971D2F8162B9674

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  37. void SET_PED_AS_NO_LONGER_NEEDED ( Ped* ped )  //0x2595DD4236549CE3

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  38. void SET_VEHICLE_AS_NO_LONGER_NEEDED ( Vehicle* vehicle )  //0x629BFA74418D6239

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  39. void SET_OBJECT_AS_NO_LONGER_NEEDED ( Object* object )  //0x3AE22DEB5BA5A3E6

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  40. void _0x20FAEE47427A4497 ()  //0x20FAEE47427A4497

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  41. void _0x56E0735D6273B227 ( Any p0, Any p1 )  //0x56E0735D6273B227

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  42. void _0xC0EDEF16D90661EE ( Entity entity, float p1 )  //0xC0EDEF16D90661EE

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  43. void _0x0FD7D7C232876E72 ( Any p0 )  //0x0FD7D7C232876E72

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  44. void _0x0939E773925C4719 ()  //0x0939E773925C4719

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  45. void SET_ENTITY_CAN_BE_DAMAGED ( Entity entity, BOOL toggle )  //0x0D06D522B90E861F

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  46. void SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP ( Entity entity, BOOL bCanBeDamaged, int relGroup )  //0x0EF1AFB18649E015

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  47. void _0xFF83AF534156B399 ( Any p0, Any p1 )  //0xFF83AF534156B399

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  48. void SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS ( Entity entity, BOOL toggle )  //0x6D09F32E284D0FB7

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  49. void SET_ENTITY_COLLISION ( Entity entity, BOOL toggle, BOOL keepPhysics )  //0xF66F820909453B8C

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  50. void SET_ENTITY_COMPLETELY_DISABLE_COLLISION ( Entity entity, BOOL toggle, BOOL keepPhysics )  //0xE0580EC84813875A

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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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