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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. int START_PARTICLE_FX_NON_LOOPED_AT_COORD ( const char* effectName, float xPos, BOOL zAxis, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis )  //0x2E80BF72EF7C87AC

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  2. 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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  3. int START_PARTICLE_FX_LOOPED_ON_PED_BONE ( const char* effectName, Ped ped, BOOL xAxis, BOOL yAxis, BOOL zAxis, float xOffset, float yOffset, float zOffset, float xRot, float yRot )  //0xE689C1B1432BB8AF

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  4. 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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  5. 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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  6. int START_NETWORKED_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 )  //0x8F90AB32E1944BDE

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  7. int START_NETWORKED_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 )  //0x9C56621462FFE7A6

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  8. int ADD_DECAL ( Any p0, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17 )  //0x57CB267624EF85C0

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  9. int SET_TIMECYCLE_MODIFIER ( const char* modifierName )  //0xFA08722A5EA82DA7

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  10. int GET_TIMECYCLE_MODIFIER_INDEX ()  //0xA705394293E2B3D3

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  11. int GET_TIMECYCLE_TRANSITION_MODIFIER_INDEX ()  //0x2DA67BA3C8A6755D

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  12. int GET_TV_CHANNEL ()  //0xF90FBFD68F3C59AE

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  13. int ANIMPOSTFX_PLAY ( const char* effectName )  //0x4102732DF6B4005F

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  14. Hash _ANIMPOSTFX_GET_STACKHASH ( const char* effectName )  //0x842CCC9491FFCD9B

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  15. float _GET_PHOTO_MODE_EXPOSURE ()  //0x06C0D8BB6B04A709

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  16. float _GET_PHOTO_MODE_CONTRAST ()  //0x98F4154989B81EC6

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  17. float _GET_MODIFIED_VISIBILITY_DISTANCE ()  //0x25CA89B2A39DCC69

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  18. BOOL _IS_PROXY_INTERIOR_INDEX_ARTIFICIAL_LIGHTS_ENABLED ( int proxyInteriorIndex )  //0x113857D66A9CABE6

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  19. BOOL LOAD_MISSION_CREATOR_PHOTO ( Any* p0, Any p1, Any p2, Any p3 )  //0x84F0BA7462FF8D58

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  20. BOOL BEGIN_TAKE_HIGH_QUALITY_PHOTO ()  //0xA15BFFC0A01B34E1

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  21. BOOL SAVE_HIGH_QUALITY_PHOTO ( int unused )  //0x57639FD876B68A91

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  22. BOOL _0x494A9874F17A7D50 ( Any p0 )  //0x494A9874F17A7D50

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  23. BOOL IS_PHOTO_FRAME ()  //0x86076AE35CBBE55F

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  24. BOOL _DOES_CHECKPOINT_HAVE_FX ( int checkpoint )  //0x4C11CCACB7C02B6E

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

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  26. BOOL _IS_TEXTURE_IN_DICT ( Hash txdHash, Hash dict )  //0xA2A51869BDED733B

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

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  28. BOOL _IS_TRACKED_POINT_VALID ( int point )  //0xF2FDDCC8C6BAE1B3

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  29. BOOL _IS_STATIC_VEG_MODIFIER_ENABLED ( Hash p0 )  //0xDE9BAD3292AA6D5E

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  30. BOOL _CREATE_SWATCH_TEXTURE_DICT ( int slots )  //0x3D084D5568FB4028

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  31. BOOL GET_TOGGLE_PAUSED_RENDERPHASES_STATUS ()  //0x86ED21BDB2791CE8

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  32. BOOL _0xEC3D8C228FE553D7 ( BOOL p0 )  //0xEC3D8C228FE553D7

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  33. BOOL START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD ( const char* effectName, float xPos, BOOL zAxis, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis )  //0xFB97618457994A62

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  34. BOOL START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE ( const char* effectName, Ped ped, BOOL axisX, BOOL axisY, BOOL axisZ, float offsetX, float offsetY, float offsetZ, float rotX, float rotY )  //0x3FAA72BD940C3AC0

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  35. BOOL START_PARTICLE_FX_NON_LOOPED_ON_ENTITY ( const char* effectName, Entity entity, BOOL axisY, BOOL axisZ, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ )  //0xFF4C64C513388C12

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  36. BOOL START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_ENTITY ( const char* effectName, Entity entity, BOOL axisY, BOOL axisZ, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ )  //0xE6CFE43937061143

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  37. 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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  38. BOOL DOES_PARTICLE_FX_LOOPED_EXIST ( int ptfxHandle )  //0x9DD5AFF561E88F2A

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  39. BOOL IS_DECAL_ALIVE ( int decal )  //0x3E4B4E5CF5D3EEB5

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  40. BOOL _IS_TV_PLAYLIST_ITEM_PLAYING ( Hash videoCliphash )  //0x4D562223E0EB65F3

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

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  42. BOOL ANIMPOSTFX_IS_RUNNING ( const char* effectName )  //0x4A123E85D7C4CA0B

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  43. BOOL _0x2D4F9C852CE8A253 ( const char* effectName )  //0x2D4F9C852CE8A253

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

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  45. BOOL _0xFBF161FCFEC8589E ( const char* effectName, int p1, BOOL p2, BOOL* p3 )  //0xFBF161FCFEC8589E

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  46. BOOL ANIMPOSTFX_IS_PRELOADING_BY_STACKHASH ( Hash effectNameHash )  //0x59EA80079B86D8C7

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  47. BOOL _ANIMPOSTFX_IS_TAG_PLAYING ( Hash effectNameHash )  //0xEEF83A759AE06A27

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  48. BOOL _0xE75CDDEBF618C8FF ( Hash effectNameHash )  //0xE75CDDEBF618C8FF

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  49. BOOL ANIMPOSTFX_HAS_EVENT_TRIGGERED_BY_STACKHASH ( Hash effectNameHash, int p1, BOOL p2, BOOL* p3 )  //0x9AB192A9EF980EED

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  50. BOOL _0xFF584F097C17FA8F ()  //0xFF584F097C17FA8F

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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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