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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. Vector3 GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS ( Entity entity, float posX, float posY, float posZ )  //0x497C6B1A2C9AE69C

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  2. Hash GET_ENTITY_MODEL ( Entity entity )  //0xDA76A9F39210D365

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  3. int GET_ENTITY_MAX_HEALTH ( Entity entity, Any p1 )  //0x15D757606D170C3C

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  4. BOOL DOES_ENTITY_EXIST ( Entity entity )  //0xD42BD6EB2E0F1677

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  5. BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY ( Entity entity1, Entity entity2, int traceType )  //0xFCDFF7B72D23A1AC

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  6. BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT ( Entity entity1, Entity entity2, Any p2 )  //0xE88F19660651D566

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  7. Vector3 GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS ( Entity entity, float offsetX, float offsetY, float offsetZ )  //0x1899F328B0E12848

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  8. BOOL IS_ENTITY_AT_COORD ( Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9 )  //0x5E58342602E94718

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  9. void _SET_ENTITY_HEALTH ( Entity entity, int health, Any p2 )  //0xAC2767ED8BDFAB15

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  10. Any _GET_ENTITY_PROMPT_NAME_HASH ( Entity entityId )  //0x31FEF6A20F00B963

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  11. 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

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  12. BOOL IS_ENTITY_FROZEN ( Entity entity )  //0x083D497D57B7400F

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  13. BOOL _IS_ENTITY_INVINCIBLE ( Entity entity, float p1, float p2, float p3 )  //0xAF7F3099B9FEB535

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  14. int _0x84CCF9A12942C83D ( Volume p0, ItemSet p1, int p2, int p3, Hash p4, const char* p5 )  //0x84CCF9A12942C83D

    • 0
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  15. BOOL _IS_ENTITY_UNDERWATER ( Entity entity, BOOL p1 )  //0xD4E5C1E93C466127

    • 0
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  16. float GET_ENTITY_SUBMERGED_LEVEL ( Entity entity )  //0x4A77C3F73FD9E831

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

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

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

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

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

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  22. BOOL IS_ENTITY_ON_SCREEN ( Entity entity )  //0x613C15D5D8DB781F

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  23. BOOL IS_ENTITY_PLAYING_ANIM ( Entity entity, const char* animDict, const char* animName, int taskFlag )  //0xDEE49D5CA6C49148

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  24. Any _0x0B7CB1300CBFE19C ( Any p0, Any p1 )  //0x0B7CB1300CBFE19C

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  25. BOOL IS_ENTITY_STATIC ( Entity entity )  //0x86468ADFA0F6B861

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  26. BOOL IS_ENTITY_TOUCHING_ENTITY ( Entity entity, Entity targetEntity )  //0x9A2304A64C3C8423

    • 0
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  27. BOOL IS_ENTITY_TOUCHING_MODEL ( Entity entity, Hash modelHash )  //0x2AE3EBC8DEB9768B

    • 0
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  28. BOOL IS_ENTITY_UPRIGHT ( Entity entity, float angle )  //0xF6F6AFD8D4FB2658

    • 0
    • 171
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  29. BOOL IS_ENTITY_UPSIDEDOWN ( Entity entity )  //0x109DE3DA41AAD94A

    • 0
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  30. BOOL IS_ENTITY_VISIBLE ( Entity entity )  //0xFFC96ECB7FA404CA

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

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  32. BOOL IS_ENTITY_VISIBLE_TO_SCRIPT ( Entity entity )  //0xF213C724E77F321A

    • 0
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  33. void _0x3F08C6163A4AB1D6 ( Any p0 )  //0x3F08C6163A4AB1D6

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

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  35. BOOL _IS_TRACKED_ENTITY_VISIBLE ( Entity entity )  //0xC8CCDB712FBCBA92

    • 0
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  36. BOOL IS_ENTITY_OCCLUDED ( Entity entity )  //0x140188E884645624

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  37. BOOL WOULD_ENTITY_BE_OCCLUDED ( Hash entityModelHash, float x, float y, float z, BOOL p4 )  //0x3546FAB293FF2981

    • 0
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  38. BOOL IS_ENTITY_WAITING_FOR_WORLD_COLLISION ( Entity entity )  //0x5E1CC2E8DC3111DD

    • 0
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  39. BOOL _IS_ENTITY_ON_TRAIN_TRACK ( Entity entity )  //0x857ACB0AB4BD0D55

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

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

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  42. BOOL _0x8C03CD6B5E0E85E8 ( Entity entity, Hash lootTable )  //0x8C03CD6B5E0E85E8

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  43. BOOL _0x1E804EA9B12030A4 ( Entity entity, Hash* p1 )  //0x1E804EA9B12030A4

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  44. BOOL _0xA88E215CEB0435C0 ( Ped mount, Any* argStruct, Hash p2, int p3, int p4, BOOL p5 )  //0xA88E215CEB0435C0

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  45. Any _0xE31FC20319874CB3 ( Any p0, Any p1, Any p2 )  //0xE31FC20319874CB3

    • 0
    • 180
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  46. Any _0x582F73ACFE969571 ( Any p0, Any p1, Any p2 )  //0x582F73ACFE969571

    • 0
    • 171
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  47. Any _0xBA2A089E60ED1163 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0xBA2A089E60ED1163

    • 0
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  48. int GET_CARRIABLE_ENTITY_STATE ( Entity entity )  //0x61914209C36EFDDB

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  49. Any _0xD46BF94C4C66FAB0 ( Any p0, Any p1, Any p2, Any p3 )  //0xD46BF94C4C66FAB0

    • 0
    • 178
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  50. Hash _GET_OPTIMAL_CARRY_CONFIG ( Entity entity, int index )  //0x34F008A7E48C496B

    • 0
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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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