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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 SET_TV_VOLUME ( float volume )  //0x73A97068787D7231

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  2. 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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  3. 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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  4. 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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  5. 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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  6. 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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  7. 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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  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. 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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  10. 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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  11. 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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  12. 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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  13. 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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  14. void START_PETROL_TRAIL_DECALS ( Any p0, Any p1 )  //0x46F246D6504F0031

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  15. void STOP_PARTICLE_FX_LOOPED ( int ptfxHandle, BOOL p1 )  //0x22970F3A088B133B

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  16. void TOGGLE_PAUSED_RENDERPHASES ( BOOL toggle )  //0xEF9E1C45732F55FA

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

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  18. void USE_PARTICLE_FX_ASSET ( const char* fxName )  //0xA10DB07FC234DD12

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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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