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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 SET_ENTITY_VISIBLE ( Entity entity, BOOL toggle )  //0x1794B4FCC84D812F

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

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  3. void SET_ENTITY_VELOCITY ( Entity entity, float x, float y, float z )  //0x1C99BB7B6E96D16F

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  4. void SET_ENTITY_HAS_GRAVITY ( Entity entity, BOOL toggle )  //0x0CEDB728A1083FA7

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  5. void SET_ENTITY_LOD_DIST ( Entity entity, int value )  //0x5FB407F0A7C877BF

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  6. int GET_ENTITY_LOD_DIST ( Entity entity )  //0xDF240D0C2A948683

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  7. void SET_ENTITY_ALPHA ( Entity entity, int alphaLevel, BOOL skin )  //0x0DF7692B1D9E7BA7

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  8. int GET_ENTITY_ALPHA ( Entity entity )  //0x1BB501624FAF2BEA

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  9. void RESET_ENTITY_ALPHA ( Entity entity )  //0x744B9EF44779D9AB

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

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

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

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  13. Any _0x37B01666BAE8F7EF ( Entity entity )  //0x37B01666BAE8F7EF

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

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  15. void CREATE_MODEL_SWAP ( float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6 )  //0x10B2218320B6F5AC

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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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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