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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 _UNPIN_MAP_ENTITY ( Entity entity )  //0xD2B9C78537ED5759

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  2. Any _0xD21C7418C590BB40 ( Any p0 )  //0xD21C7418C590BB40

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  3. void CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS ( float x, float y, float z, float radius, Hash model, BOOL p5 )  //0xD136090A9AAAB17D

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  4. BOOL IS_ENTITY_A_PED ( Entity entity )  //0xCF8176912DDA4EA5

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  5. void SET_ENTITY_HEADING ( Entity entity, float heading )  //0xCF2B9C0645C4651B

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

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

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  8. BOOL IS_ENTITY_ATTACHED_TO_ANY_PED ( Entity entity )  //0xC841153DED2CA89A

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  9. void _0xC76E94A78127412B ( Any p0, Any p1, Any p2 )  //0xC76E94A78127412B

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

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  11. void _SET_ENTITY_DECALS_DISABLED ( Entity entity, BOOL toggle )  //0xC64E597783BE9A1D

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  12. BOOL IS_ENTITY_A_VEHICLE ( Entity entity )  //0xC3D96AF45FCCEC4C

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

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  14. BOOL _GET_IS_BIRD ( Entity entity )  //0xC346A546612C49A9

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  15. Any _0xC2E71D7E0A7B4C89 ( Any p0 )  //0xC2E71D7E0A7B4C89

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  16. float GET_ENTITY_HEADING ( Entity entity )  //0xC230DD956E2F5507

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

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  18. BOOL IS_ENTITY_AT_ENTITY ( Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7 )  //0xC057F02B837A27F6

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  19. float GET_ENTITY_ROLL ( Entity entity )  //0xBF966536FA8B6879

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  20. BOOL HAS_COLLISION_LOADED_AROUND_ENTITY ( Entity entity )  //0xBEB1600952B9CF5C

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

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

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  23. int GET_ENTITY_BONE_INDEX_BY_NAME ( Entity entity, const char* boneName )  //0xBACA8FE9C76C124E

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  24. Any _0xBA2A089E60ED1163 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0xBA2A089E60ED1163

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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 _0xB38A29CCD5447783 ( Any p0, Any p1, Any p2 )  //0xB38A29CCD5447783

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  27. Player GET_NEAREST_PLAYER_TO_ENTITY_ON_TEAM ( Entity entity, int team, Ped playerPedToIgnore, int flags )  //0xB2C30C3B4AFF718C

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  28. Any _0xB16C780C51E51E2B ( Any p0 )  //0xB16C780C51E51E2B

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

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  30. Entity _0xAF72EC7E1B54539B ( Entity entity )  //0xAF72EC7E1B54539B

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  31. BOOL HAS_ENTITY_ANIM_FINISHED ( Entity entity, const char* animDict, const char* animName, int p3 )  //0xAEB40615337EF1E3

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  32. int GET_ENTITY_POPULATION_TYPE ( Entity entity )  //0xADE28862B6D7B85B

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  33. void SET_ENTITY_ALWAYS_PRERENDER ( Entity entity, BOOL toggle )  //0xACAD101E1FB66689

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

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  35. Any _0xAAACB74442C1BED3 ( Any p0 )  //0xAAACB74442C1BED3

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  36. BOOL GET_ENTITY_COLLISION_DISABLED ( Entity entity )  //0xAA2FADD30F45A9DA

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  37. void _0xA9E6D8F2DDFC4DB9 ( Any p0, Any p1 )  //0xA9E6D8F2DDFC4DB9

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  38. void _SET_ENTITY_FADE_IN ( Entity entity )  //0xA91E6CF94404E8C9

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

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  40. Vector3 GET_ENTITY_COORDS ( Entity entity, BOOL alive, BOOL realCoords )  //0xA86D5F069399F44D

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  41. BOOL _IS_ENTITY_OWNED_BY_PERSISTENCE_SYSTEM ( Entity entity )  //0xA7E51B53309EAC97

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  42. void SET_ENTITY_INVINCIBLE ( Entity entity, BOOL toggle )  //0xA5C38736C426FCB8

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  43. BOOL DOES_ENTITY_HAVE_PHYSICS ( Entity entity )  //0xA512B3F1B2A0B51C

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

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  45. float GET_ANIM_DURATION ( const char* animDict, const char* animName )  //0x9FFAF4940A54CC09

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  46. void SET_ENTITY_ROTATION ( Entity entity, float pitch, float roll, float yaw, int rotationOrder, BOOL p5 )  //0x9CC8314DFEDE441E

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  47. void _0x9C6906EF8CB20C5F ( Entity entity )  //0x9C6906EF8CB20C5F

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  48. void SET_ENTITY_LOAD_COLLISION_FLAG ( Entity entity, BOOL toggle )  //0x9B9EE31AED48072E

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  49. Any _0x9A87FF82FD35822F ( Any p0 )  //0x9A87FF82FD35822F

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  50. float GET_ENTITY_FORWARD_Y ( Entity entity )  //0x9A5C073ECBDA7EE7

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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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