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

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  2. BOOL GET_IS_ANIMAL ( Entity entity )  //0x9A100F1CF4546629

    • 0
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  3. BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED ( Entity entity )  //0x9934E9C42D52D87E

    • 0
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  4. Player GET_NEAREST_PLAYER_TO_ENTITY ( Entity entity, Ped playerPedToIgnore, int flags )  //0x990E294FC387FB88

    • 0
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  5. int GET_ENTITY_TYPE ( Entity entity )  //0x97F696ACA466B4E0

    • 1
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  6. void _0x978AA2323ED32209 ( Any p0, Any p1 )  //0x978AA2323ED32209

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  7. float _GET_ENTITY_HEALTH_FLOAT ( Entity entity )  //0x96C638784DB4C815

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  8. Hash _GET_PED_ANIMAL_TYPE ( Ped ped )  //0x964000D355219FC0

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  9. BOOL PLACE_ENTITY_ON_GROUND_PROPERLY ( Entity entity, BOOL p1 )  //0x9587913B9E772D29

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  10. Vector3 _0x935A30AA88FB1014 ( Any p0 )  //0x935A30AA88FB1014

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  11. float _0x8E46E18AA828334F ( Entity entity, const char* animDict, const char* animClip )  //0x8E46E18AA828334F

    • 0
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  12. Any _0x8E10DF0FFA63FB65 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x8E10DF0FFA63FB65

    • 0
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  13. BOOL _IS_ENTITY_FULLY_LOOTED ( Entity entity )  //0x8DE41E9902E85756

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

    • 0
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  15. void _0x898586729DB5221D ( Any p0 )  //0x898586729DB5221D

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  16. BOOL _DOES_THREAD_OWN_THIS_ENTITY ( Entity entity )  //0x88AD6CC10D8D35B2

    • 0
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  17. BOOL IS_ENTITY_IN_AIR ( Entity entity, Any p1 )  //0x886E37EC497200B6

    • 0
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  18. int _GET_ENTITIES_IN_VOLUME ( Volume volume, ItemSet itemSet, int entityType )  //0x886171A12F400B89

    • 0
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  19. BOOL IS_ENTITY_STATIC ( Entity entity )  //0x86468ADFA0F6B861

    • 0
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  20. void SET_ENTITY_RENDER_SCORCHED ( Entity entity, BOOL toggle )  //0x85B8A7534E44BC23

    • 0
    • 344
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  21. BOOL _IS_ENTITY_ON_TRAIN_TRACK ( Entity entity )  //0x857ACB0AB4BD0D55

    • 0
    • 242
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  22. void _0x850C940EE3E7B8B5 ( Entity entity, BOOL toggle )  //0x850C940EE3E7B8B5

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

    • 0
    • 270
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  24. BOOL _CHANGE_ENTITY_HEALTH ( Entity entity, float amount, Entity entity2, Hash weaponHash )  //0x835F131E7DC8F97A

    • 0
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  25. Vector3 GET_WORLD_POSITION_OF_ENTITY_BONE ( Entity entity, int boneIndex )  //0x82CFA50E34681CA5

    • 0
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  26. void REMOVE_MODEL_SWAP ( float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6 )  //0x824E1C26A14CB817

    • 0
    • 228
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  27. int GET_ENTITY_HEALTH ( Entity entity )  //0x82368787EA73C0F7

    • 0
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  28. void _0x80FDEB3A9E9AA578 ( Entity entity, BOOL p1 )  //0x80FDEB3A9E9AA578

    • 0
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  29. BOOL _GET_ENTITY_CARRYING_FLAG ( Entity entity, int flagId )  //0x808077647856DE62

    • 0
    • 200
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  30. void SET_CAN_AUTO_VAULT_ON_ENTITY ( Entity entity, BOOL toggle )  //0x80646744FA88F9D7

    • 0
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  31. void _0x7F20092547B4DDEA ( Any p0 )  //0x7F20092547B4DDEA

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

    • 0
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  33. BOOL IS_ENTITY_DEAD ( Entity entity )  //0x7D5B1F88E7504BBA

    • 0
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  34. BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY ( Entity entity1, Entity entity2, BOOL p2, BOOL p3 )  //0x7B6E7BEC1143AC86

    • 0
    • 314
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  35. void _0x7A49D40DE437BC8D ( Any p0, Any p1 )  //0x7A49D40DE437BC8D

    • 0
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  36. Any STOP_ENTITY_ANIM ( Entity entity, const char* animation, const char* animGroup, float p3 )  //0x786591D986DE9159

    • 0
    • 268
    • 1207
  37. BOOL _GET_ENTITY_CAN_BE_DAMAGED ( Entity entity )  //0x75DF9E73F2F005FD

    • 0
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  38. void RESET_ENTITY_ALPHA ( Entity entity )  //0x744B9EF44779D9AB

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

    • 2
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  40. BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT ( Entity entity )  //0x73BB763880CD23A6

    • 0
    • 351
    • 1207
  41. Any PIN_CLOSEST_MAP_ENTITY ( Hash modelHash, float x, float y, float z, int p4 )  //0x6F3068258A499E52

    • 0
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  42. float _0x6D58167F62238284 ( Vehicle vehicle )  //0x6D58167F62238284

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

    • 0
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  44. int _GET_ENTITY_PROOFS ( Entity entity )  //0x6CF0DAD7FA1088EA

    • 0
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  45. void _0x6C31B06E91518269 ( Any p0, Any p1 )  //0x6C31B06E91518269

    • 0
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  46. void SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP ( Entity entity, BOOL p1, Hash relationshipGroup )  //0x6C1F6AA2F0ADD104

    • 0
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  47. BOOL HAS_COLLISION_LOADED_AROUND_POSITION ( float xPos, float yPos, float zPos )  //0x6BFBDC46139C45AB

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

    • 0
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  49. 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

    • 0
    • 748
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  50. BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE ( Entity entity )  //0x695D7C26DE65C423

    • 0
    • 286
    • 1207

Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.

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