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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

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270 natives in namespace GRAPHICS

  1. void _DESTROY_SWATCH_TEXTURE_DICT ()  //0xDAD7FB8402651654

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  2. void CASCADE_SHADOWS_SET_CASCADE_BOUNDS ( Any p0, BOOL p1, float p2, float p3, float p4, float p5, BOOL p6, float p7 )  //0xD9EDB2E4512D563E

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  3. Any _0xD9C24F53631F2372 ( Any* p0, Ped ped, int p2 )  //0xD9C24F53631F2372

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  4. void _0xD9BC98B55BCFAA9B ( Any p0 )  //0xD9BC98B55BCFAA9B

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  5. int GET_STATUS_OF_SAVE_HIGH_QUALITY_PHOTO ()  //0xD6663EC374092383

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  6. void _0xD543487A1F12828F ( Any p0, Any p1, Any p2, Any p3 )  //0xD543487A1F12828F

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  7. void FREE_MEMORY_FOR_HIGH_QUALITY_PHOTO ()  //0xD45547D8396F002A

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  8. int START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE ( const char* effectName, Entity entity, BOOL xAxis, BOOL yAxis, BOOL zAxis, float xOffset, float yOffset, float zOffset, float xRot, float yRot )  //0xD3BA6EC7F2FBD5E9

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  9. void SET_PARTICLE_FX_LOOPED_OFFSETS ( int ptfxHandle, float x, float y, float z, float rotX, float rotY, float rotZ )  //0xD3A4A95FC94FE83B

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  10. void DRAW_LIGHT_WITH_RANGE ( float posX, float posY, float posZ, int colorR, int colorG, int colorB, float range, float intensity )  //0xD2D9E04C0DF927F4

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  11. void _0xD1472AFF30C103D6 ( float p0 )  //0xD1472AFF30C103D6

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  12. void _SET_REGION_PHOTO_TAKEN_STAT ( const char* p0 )  //0xD1031B83AC093BC7

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  13. void SET_SCRIPT_GFX_DRAW_ORDER ( int drawOrder )  //0xCFCC78391C8B3814

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  14. void CASCADE_SHADOWS_SET_SHADOW_SAMPLE_TYPE ( const char* type )  //0xCE4774E0F9AD48D1

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  15. void _DISABLE_FAR_ARTIFICIAL_LIGHTS ( BOOL disable )  //0xCD284E2F6AC27EE9

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  16. void RESET_PAUSED_RENDERPHASES ()  //0xCCD9AAD85E1B559E

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  17. void _0xCC3B787E73E64160 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0xCC3B787E73E64160

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  18. void _SET_HIDOF_ENV_BLUR_PARAMS ( BOOL p0, BOOL p1, float p2, float p3, float p4, float p5 )  //0xCC23AA1A7CBFE840

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  19. BOOL IS_TRACKED_POINT_VISIBLE ( int point )  //0xCBB056BA159FB48D

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  20. BOOL GET_SCREEN_COORD_FROM_WORLD_COORD ( float worldX, float worldY, float worldZ, float* screenX, float* screenY )  //0xCB50D7AFCC8B0EC6

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  21. void _ANIMPOSTFX_SET_STRENGTH ( const char* effectName, float strength )  //0xCAB4DD2D5B2B7246

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  22. void SET_CHECKPOINT_RGBA ( int checkpoint, int red, int green, int blue, int alpha )  //0xCAAFC225E33B1D15

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  23. int DRAW_SPRITE ( const char* textureDict, const char* textureName, int alpha, BOOL p11, float screenX, float screenY, float width, float height, float heading, int red )  //0xC9884ECADE94CB34

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  24. void _0xC8D0611D9A0CF5D3 ( Any p0 )  //0xC8D0611D9A0CF5D3

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  25. void _0xC76FC4C2FC5F4405 ( Hash effectNameHash )  //0xC76FC4C2FC5F4405

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  26. int GET_STATUS_OF_LOAD_MISSION_CREATOR_PHOTO ( Any* p0 )  //0xC71B50AE58D07369

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  27. void _ADD_ENTITY_TO_ENTITY_MASK ( Entity entity, int mask )  //0xC6F81FCD15350323

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  28. BOOL START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE_2 ( char* effectName, Ped ped, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale )  //0xC695870B8A149B96

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  29. void _ANIMPOSTFX_CLEAR_EFFECT ( const char* effectName )  //0xC5CB91D65852ED7E

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  30. void _0xC489FE31AC726512 ( Any p0, Any p1 )  //0xC489FE31AC726512

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  31. void _0xC38B4952B728397A ( Vehicle vehicle, BOOL toggle )  //0xC38B4952B728397A

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  32. Any _0xC37792A3F9C90771 ()  //0xC37792A3F9C90771

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  33. void _ADD_BLOOD_POOLS_FOR_PED_WITH_PARAMS ( Ped ped, float p1, float size, float p3 )  //0xC349EE1E6EFA494B

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  34. void _SET_CLOUD_HEIGHT ( float height )  //0xC332C91388F5580B

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  35. void _0xC2B8164C3BE871A4 ()  //0xC2B8164C3BE871A4

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  36. Any _0xC28F62AC9774FC1B ()  //0xC28F62AC9774FC1B

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  37. void DRAW_TV_CHANNEL ( float xPos, float yPos, float xScale, float yScale, float rotation, int red, int green, int blue, int alpha )  //0xC0A145540254A840

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  38. void _0xC06F2F45A73EABCD ( Entity entity )  //0xC06F2F45A73EABCD

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  39. void _SET_PROXY_INTERIOR_INDEX_ARTIFICIAL_LIGHTS_STATE ( Hash p0, BOOL p1 )  //0xBFCB17895BB99E4E

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  40. BOOL _ANIMPOSTFX_HAS_LOADED ( const char* effectName )  //0xBF2DD155B2ADCD0A

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  41. void SET_PARTICLE_FX_OVERRIDE ( const char* oldAsset, const char* newAsset )  //0xBE711A169E9C7E95

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  42. void UPDATE_LIGHTS_ON_ENTITY ( Entity entity )  //0xBDBACB52A03CC760

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  43. int START_PARTICLE_FX_LOOPED_ON_ENTITY ( const char* effectName, Entity entity, BOOL yAxis, BOOL zAxis, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot )  //0xBD41E1440CE39800

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  44. int _ADD_VEG_MODIFIER_ZONE ( Volume volume, int p1, int flags, int p3 )  //0xBD3324281E8B9933

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  45. void SET_TRANSITION_OUT_OF_TIMECYCLE_MODIFIER ( float strength )  //0xBB6C707F20D955D4

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  46. int START_PARTICLE_FX_LOOPED_AT_COORD ( const char* effectName, float x, BOOL zAxis, BOOL p11, float y, float z, float xRot, float yRot, float zRot, float scale )  //0xBA32867E86125D3A

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  47. void _BLOOD_TRAIL_FOR_WAYPOINT ( const char* waypointRecording, float p1 )  //0xB9C92616929CC25D

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  48. BOOL _0xB958D97A0DFAA0C2 ( const char* effectName )  //0xB958D97A0DFAA0C2

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  49. void _SET_CLOUD_LAYER ( float x, float y, int p2 )  //0xB8C984C0D47F4F07

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  50. void ANIMPOSTFX_STOP ( const char* effectName )  //0xB4FD7446BAB2F394

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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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