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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 CREATE_MODEL_HIDE ( float x, float y, float z, float radius, Hash model, BOOL p5 )  //0x069848B3FB3C4426

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

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  3. void REMOVE_MODEL_HIDE ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x3F38A98576F6213A

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  4. Any _0xD4636C2EDB0DEA8A ( Any p0 )  //0xD4636C2EDB0DEA8A

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  5. void CREATE_FORCED_OBJECT ( float x, float y, float z, Any p3, Hash modelHash, BOOL p5 )  //0x0961A905AFBC34C7

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  6. void REMOVE_FORCED_OBJECT ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x553FA683F2BCD814

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  7. void SET_ENTITY_NO_COLLISION_ENTITY ( Entity entity1, Entity entity2, BOOL thisFrameOnly )  //0xE037BF068223C38D

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  8. void SET_ENTITY_MOTION_BLUR ( Entity entity, BOOL toggle )  //0x516C6ABD18322B63

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  9. void SET_CAN_AUTO_VAULT_ON_ENTITY ( Entity entity, BOOL toggle )  //0x80646744FA88F9D7

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  10. void SET_CAN_CLIMB_ON_ENTITY ( Entity entity, BOOL toggle )  //0x24AED2A608F93C4C

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

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  12. int _GET_ENTITIES_NEAR_POINT ( float x, float y, float z, float radius, ItemSet itemSet, int p5 )  //0x59B57C4B06531E1E

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

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  14. Entity _SEARCH_BUILDING_POOL_FOR_ENTITY_WITH_THIS_MODEL ( Hash modelHash )  //0x66B2B83B94B22458

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

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

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  17. void _0x119A5714578F4E05 ( Any p0, Any p1 )  //0x119A5714578F4E05

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  18. Entity _GET_ENTITY_BY_DOORHASH ( Hash doorHash, int p1 )  //0xF7424890E4A094C0

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  19. BOOL FIND_ANIM_EVENT_PHASE ( const char* animDictionary, const char* animName, const char* p2, Any* p3, Any* p4 )  //0x42718CC559BD7776

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  20. void FORCE_ENTITY_AI_AND_ANIMATION_UPDATE ( Entity entity, BOOL p1 )  //0x4C9E96473D4F1A88

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  21. float _GET_ENTITY_ANIM_CURRENT_TIME ( Entity entity, const char* animDict, const char* animName )  //0x627520389E288A73

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

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  23. Any _0xDF8E49EA89A01DB1 ( Any p0, Any p1, Any p2 )  //0xDF8E49EA89A01DB1

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  24. BOOL HAS_ANIM_EVENT_FIRED ( Entity entity, Hash actionHash )  //0x5851CC48405F4A07

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

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  26. 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

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  27. void _SET_ENTITY_ANIM_CURRENT_TIME ( Entity entity, const char* animDict, const char* animName, float time )  //0x11CDABDC7783B2BC

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  28. void _SET_ENTITY_ANIM_SPEED ( Entity entity, const char* animDict, const char* animName, float speedMultiplier )  //0xEAA885BA3CEA4E4A

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

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  30. void _0x669655FFB29EF1A9 ( Any p0, Any p1, Any p2, Any p3 )  //0x669655FFB29EF1A9

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  31. void _ADD_ENTITY_TRACKING_TRAILS ( Entity entity )  //0x1AD922AB5038DEF3

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  32. void _0x5826EFD6D73C4DE5 ( Entity entity )  //0x5826EFD6D73C4DE5

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

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  34. void _PAUSE_ENTITY_TRACKING ( Entity entity, BOOL pause )  //0x36EB4D34D4A092C5

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  35. Any _CREATE_FOOTPATH_TRAIL ( Any p0, const char* waypointRecord, Any p10, BOOL bInit, BOOL bUseSnowOffset, float p3, float p4, Any p5, Any p6, Any p7 )  //0x29BA9F78321E5A6C

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

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  37. void _0x7F20092547B4DDEA ( Any p0 )  //0x7F20092547B4DDEA

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  38. void _0xF41E2979D5BC5370 ( Any p0 )  //0xF41E2979D5BC5370

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

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  40. Any PIN_CLOSEST_MAP_ENTITY ( Hash modelHash, float x, float y, float z, int p4 )  //0x6F3068258A499E52

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  41. void _UNPIN_MAP_ENTITY ( Entity entity )  //0xD2B9C78537ED5759

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  42. BOOL DOES_ENTITY_BELONG_TO_THIS_SCRIPT ( Entity entity, BOOL p1 )  //0x622B1980CBE13332

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  43. BOOL IS_MAP_ENTITY_PINNED ( Any p0 )  //0x1FF441D7954F8709

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  44. BOOL DOES_ENTITY_HAVE_DRAWABLE ( Entity entity )  //0x20487F0DA9AF164A

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  45. Entity _GET_PINNED_MAP_ENTITY ( Any p0 )  //0x4735E2A4BB83D9DA

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

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  47. void _0xEAB3D91D30A344F1 ( Any p0 )  //0xEAB3D91D30A344F1

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  48. BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT ( Entity entity )  //0x73BB763880CD23A6

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  49. void _0x37CEB637BA3B1A47 ( Any p0 )  //0x37CEB637BA3B1A47

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  50. BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED ( Entity entity )  //0x9934E9C42D52D87E

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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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