RDR2 NativeDB
Browse our wiki-style database of native functions in Red Dead Redemption II.
Namespaces
- BUILTIN
- AICOVERPOINT
- AITRANSPORT
- ANIMSCENE
- _NAMESPACE4
- ATTRIBUTE
- AUDIO
- BOUNTY
- BRAIN
- CAM
- CLOCK
- COLLECTION
- COMPANION
- COMPENDIUM
- CRASHLOG
- CREW
- DATABINDING
- DATAFILE
- DEBUG
- DECORATOR
- DLC
- ENTITY
- EVENT
- FIRE
- FLOCK
- GRAPHICS
- GANG
- GOOGLE_ANALYTICS
- HUD
- IK
- _NAMESPACE30
- INTERIOR
- INVENTORY
- ITEMDATABASE
- ITEMSET
- LAW
- LOCALIZATION
- MAP
- MINIGAME
- MISC
- MISSIONDATA
- MONEY
- NETSHOPPING
- NETWORK
- OBJECT
- PAD
- PATHFIND
- PED
- PERSCHAR
- PERSISTENCE
- PHYSICS
- PLAYER
- POPULATION
- POSSE
- PROPSET
- QUEUE
- RECORDING
- REPLAY
- SCRIPTS
- SAVE
- SHAPETEST
- SOCIALCLUB
- SOCIALCLUBFEED
- SPACTIONPROXY
- STATS
- STREAMING
- TASK
- TELEMETRY
- TXD
- UIAPPS
- UIDEBUG
- UIEVENTS
- UIFEED
- UILOG
- UIPINNING
- UITUTORIAL
- UISTATEMACHINE
- UISTICKYFEED
- UNLOCK
- VEHICLE
- VOICE
- VOLUME
- WATER
- WEAPON
- ZONE
269 natives in namespace ENTITY
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BOOL IS_ENTITY_VISIBLE ( Entity entity ) //0xFFC96ECB7FA404CA
- 0
- 253
- 1207
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void _0xFF9965C47FA404DA ( Entity entity, BOOL toggle ) //0xFF9965C47FA404DA
- 0
- 201
- 1207
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void _0xFF83AF534156B399 ( Any p0, Any p1 ) //0xFF83AF534156B399
- 0
- 204
- 1207
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BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY ( Entity entity1, Entity entity2, int traceType ) //0xFCDFF7B72D23A1AC
- 0
- 881
- 1207
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void SET_ENTITY_DYNAMIC ( Entity entity, BOOL toggle ) //0xFBFC4473F66CE344
- 0
- 251
- 1207
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float GET_ENTITY_SPEED ( Entity entity ) //0xFB6BA510A533DF81
- 0
- 422
- 1207
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void SET_ENTITY_PROOFS ( Entity entity, int proofsBitset, BOOL specialFlag ) //0xFAEE099C6F890BB8
- 0
- 290
- 1207
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Entity _GET_ENTITY_BY_DOORHASH ( Hash doorHash, int p1 ) //0xF7424890E4A094C0
- 0
- 376
- 1207
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BOOL IS_ENTITY_UPRIGHT ( Entity entity, float angle ) //0xF6F6AFD8D4FB2658
- 0
- 211
- 1207
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void SET_ENTITY_COLLISION ( Entity entity, BOOL toggle, BOOL keepPhysics ) //0xF66F820909453B8C
- 0
- 400
- 1207
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Any _0xF59FDE7B4D31A630 ( Any p0 ) //0xF59FDE7B4D31A630
- 0
- 201
- 1207
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void _0xF41E2979D5BC5370 ( Any p0 ) //0xF41E2979D5BC5370
- 0
- 207
- 1207
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void _GET_ENTITY_WORLD_POSITION_OF_DIMENSIONS ( Entity entity, Vector3* minimum, Vector3* maximum ) //0xF3FDA9A617A15145
- 0
- 277
- 1207
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Vector3 GET_ENTITY_SPEED_VECTOR ( Entity entity, BOOL relative ) //0xF2DB09816A419DC5
- 0
- 361
- 1207
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BOOL IS_ENTITY_VISIBLE_TO_SCRIPT ( Entity entity ) //0xF213C724E77F321A
- 0
- 301
- 1207
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int APPLY_FORCE_TO_ENTITY ( Entity entity, int forceFlags, BOOL ignoreUpVec, BOOL isForceRel, BOOL p12, BOOL p13, float x, float y, float z, float offX ) //0xF15E8F5D333F09C4
- 0
- 671
- 1207
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float GET_ENTITY_PITCH ( Entity entity ) //0xEF355ABEFF7F5005
- 0
- 324
- 1207
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Any _0xEF2D9ED7CE684F08 ( Any p0 ) //0xEF2D9ED7CE684F08
- 0
- 224
- 1207
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void _0xEF259AA1E097E0AD ( Entity entity, Any p1 ) //0xEF259AA1E097E0AD
- 0
- 181
- 1207
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BOOL IS_ENTITY_ATTACHED ( Entity entity ) //0xEE6AD63ABF59C0B7
- 0
- 209
- 1207
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void _SET_ENTITY_LIGHTS_ENABLED ( Entity entity, BOOL enabled ) //0xEBDC12861D079ABA
- 0
- 224
- 1207
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void _0xEAB3D91D30A344F1 ( Any p0 ) //0xEAB3D91D30A344F1
- 0
- 214
- 1207
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void _SET_ENTITY_ANIM_SPEED ( Entity entity, const char* animDict, const char* animName, float speedMultiplier ) //0xEAA885BA3CEA4E4A
- 0
- 226
- 1207
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void _0xE9E7A0BAC7F57746 ( Any p0, Any p1 ) //0xE9E7A0BAC7F57746
- 0
- 210
- 1207
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BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT ( Entity entity1, Entity entity2, Any p2 ) //0xE88F19660651D566
- 0
- 648
- 1207
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void _0xE75EEA8DB59A9F39 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0xE75EEA8DB59A9F39
- 0
- 217
- 1207
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Any _0xE31FC20319874CB3 ( Any p0, Any p1, Any p2 ) //0xE31FC20319874CB3
- 0
- 202
- 1207
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void _0xE19035EB65AB2932 ( Any p0, Any p1 ) //0xE19035EB65AB2932
- 0
- 213
- 1207
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int _GET_ENTITY_THREAT_TIER ( Entity entity ) //0xE12F56CB25D9CE23
- 0
- 193
- 1207
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Vector3 GET_ENTITY_ROTATION ( Entity entity, int rotationOrder ) //0xE09CAF86C32CB48F
- 0
- 397
- 1207
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void SET_ENTITY_COMPLETELY_DISABLE_COLLISION ( Entity entity, BOOL toggle, BOOL keepPhysics ) //0xE0580EC84813875A
- 0
- 218
- 1207
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void SET_ENTITY_NO_COLLISION_ENTITY ( Entity entity1, Entity entity2, BOOL thisFrameOnly ) //0xE037BF068223C38D
- 0
- 259
- 1207
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float _0xDFC2B226D56D85F6 ( Any p0, Any p1 ) //0xDFC2B226D56D85F6
- 0
- 240
- 1207
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Any _0xDF8E49EA89A01DB1 ( Any p0, Any p1, Any p2 ) //0xDF8E49EA89A01DB1
- 0
- 203
- 1207
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int GET_ENTITY_LOD_DIST ( Entity entity ) //0xDF240D0C2A948683
- 0
- 195
- 1207
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Vehicle GET_VEHICLE_INDEX_FROM_ENTITY_INDEX ( Entity entity ) //0xDF1E5AAC561AFC59
- 0
- 435
- 1207
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BOOL HAS_ENTITY_COLLIDED_WITH_ANYTHING ( Entity entity ) //0xDF18751EC74F90FF
- 0
- 409
- 1207
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BOOL IS_ENTITY_PLAYING_ANIM ( Entity entity, const char* animDict, const char* animName, int taskFlag ) //0xDEE49D5CA6C49148
- 0
- 346
- 1207
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BOOL IS_ENTITY_IN_WATER ( Entity entity ) //0xDDE5C125AC446723
- 0
- 228
- 1207
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void _0xDD03FC2089AD093C ( Any p0, Any p1, Any p2, Any p3 ) //0xDD03FC2089AD093C
- 0
- 189
- 1207
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BOOL PLAY_ENTITY_ANIM ( Entity entity, const char* animName, const char* animDict, float p3, BOOL loop, BOOL stayInAnim, BOOL p6, float delta, Any bitset ) //0xDC6D22FAB76D4874
- 0
- 624
- 1207
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void SET_ENTITY_AS_MISSION_ENTITY ( Entity entity, BOOL p1, BOOL p2 ) //0xDC19C288082E586E
- 0
- 512
- 1207
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float GET_ENTITY_FORWARD_X ( Entity entity ) //0xDB0954E9960F6457
- 0
- 332
- 1207
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Hash GET_ENTITY_MODEL ( Entity entity ) //0xDA76A9F39210D365
- 0
- 885
- 1207
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BOOL _IS_ENTITY_UNDERWATER ( Entity entity, BOOL p1 ) //0xD4E5C1E93C466127
- 0
- 282
- 1207
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Any _0xD46BF94C4C66FAB0 ( Any p0, Any p1, Any p2, Any p3 ) //0xD46BF94C4C66FAB0
- 0
- 198
- 1207
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Any _0xD4636C2EDB0DEA8A ( Any p0 ) //0xD4636C2EDB0DEA8A
- 0
- 202
- 1207
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void _0xD45BB89B53FC0CFD ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 ) //0xD45BB89B53FC0CFD
- 0
- 196
- 1207
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BOOL DOES_ENTITY_EXIST ( Entity entity ) //0xD42BD6EB2E0F1677
- 0
- 622
- 1207
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BOOL IS_ENTITY_IN_ANGLED_AREA ( Entity entity, float originX, Any p10, float originY, float originZ, float edgeX, float edgeY, float edgeZ, float angle, BOOL p8 ) //0xD3151E53134595E5
- 0
- 222
- 1207
Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.
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