Jump to content

RDR2 NativeDB

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

Search 7154 native functions

  • Only this category?

  • Return type
  • First seen in version
  • With description?
  • With comments?

288 natives in namespace MISC

  1. void WATER_OVERRIDE_SET_SHOREWAVEAMPLITUDE ( float amplitude )  //0x55123D5A7D9D3C42

    • 0
    • 335
    • 1207
  2. void WATER_OVERRIDE_SET_OCEANWAVEMAXAMPLITUDE ( float maxAmplitude )  //0xF06C5B66DE20B2B8

    • 0
    • 300
    • 1207
  3. void SET_WIND_SPEED ( float speed )  //0xD00C2D82DC04A99F

    • 0
    • 418
    • 1207
  4. void SET_WIND_DIRECTION ( float direction )  //0xB56C4F5F57A45600

    • 0
    • 228
    • 1207
  5. void _SET_RAIN_LEVEL ( float intensity )  //0x193DFC0526830FD6

    • 0
    • 286
    • 1207
  6. void _0x745808BB01CEC6B9 ( float p0 )  //0x745808BB01CEC6B9

    • 0
    • 206
    • 1207
  7. void _SET_SNOW_LEVEL ( float level )  //0xF6BEE7E80EC5CA40

    • 0
    • 327
    • 1207
  8. void FORCE_LIGHTNING_FLASH ()  //0x369DB5B2510FA080

    • 0
    • 327
    • 1207
  9. void _FORCE_LIGHTNING_FLASH_AT_COORDS ( float x, float y, float z, float p3 )  //0x67943537D179597C

    • 0
    • 592
    • 1207
  10. void _0xA9342743B634A462 ( Any p0 )  //0xA9342743B634A462

    • 0
    • 212
    • 1207
  11. void _RESET_SCRIPT_TIME_WITHIN_FRAME ()  //0x1411A7CBC3A6EB7B

    • 0
    • 174
    • 1207
  12. void _0x6BED40493A1AFDB8 ( Any* p0, float p1 )  //0x6BED40493A1AFDB8

    • 0
    • 202
    • 1207
  13. void _0x96282005C5C6801F ( Any p0, Any p1 )  //0x96282005C5C6801F

    • 0
    • 139
    • 1311
  14. void SET_BIT ( int* address, int offset )  //0xF73FBE4845C43B5B

    • 0
    • 253
    • 1207
  15. void CLEAR_BIT ( int* address, int offset )  //0x7D1D4A3602B6AD4E

    • 0
    • 231
    • 1207
  16. void _SET_GAME_LOGIC_PAUSED ()  //0x550F05CFFBD63C8C

    • 0
    • 144
    • 1232
  17. void _0xDBDA48EC456ED908 ()  //0xDBDA48EC456ED908

    • 0
    • 262
    • 1436
  18. void _0xE84AAC1B22A73E99 ( Any p0, Any p1 )  //0xE84AAC1B22A73E99

    • 0
    • 183
    • 1207
  19. void _CLEAR_BROADCAST_BIT ( Any p0, Any p1 )  //0xB909149F2BB5F6DA

    • 0
    • 192
    • 1207
  20. void _0xD2D74F89DF844A50 ( Any p0 )  //0xD2D74F89DF844A50

    • 0
    • 211
    • 1207
  21. void CLEAR_AREA ( float x, float y, float z, float radius, int flag )  //0x3B882A96EA77D5B1

    • 0
    • 414
    • 1207
  22. void _CLEAR_VOLUME_AREA ( Volume volume, int flag )  //0x2FCD528A397E5C88

    • 0
    • 261
    • 1207
  23. void CLEAR_ANGLED_AREA_OF_VEHICLES ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xA4D83115C1E02F8A

    • 0
    • 267
    • 1207
  24. void SET_CREDITS_ACTIVE ( BOOL toggle )  //0xD37BECF862DA726F

    • 0
    • 240
    • 1207
  25. void NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME ()  //0x3D0EAC6385DD6100

    • 0
    • 225
    • 1207
  26. void PAUSE_DEATH_ARREST_RESTART ( BOOL toggle )  //0x66AB6B6C7E72F393

    • 0
    • 322
    • 1207
  27. void IGNORE_NEXT_RESTART ( BOOL toggle )  //0x6C9FF40FF1B69F8F

    • 0
    • 258
    • 1207
  28. void SET_FADE_IN_AFTER_DEATH_ARREST ( BOOL toggle )  //0xDF3B5846DE5904AF

    • 0
    • 272
    • 1207
  29. void SET_FADE_IN_AFTER_LOAD ( BOOL toggle )  //0xAC806C4CAB973517

    • 0
    • 213
    • 1207
  30. void SHOOT_SINGLE_BULLET_BETWEEN_COORDS ( float x1, float y1, BOOL isAudible, BOOL isInvisible, float speed, BOOL p13, float z1, float x2, float y2, float z2 )  //0x867654CBC7606F2C

    • 0
    • 646
    • 1207
  31. void FIRE_SINGLE_BULLET ( Any* args )  //0xCBC9A21F6A2A679C

    • 0
    • 428
    • 1207
  32. void GET_MODEL_DIMENSIONS ( Hash modelHash, Vector3* minimum, Vector3* maximum )  //0xDCB8DDD5D054A7E7

    • 0
    • 402
    • 1207
  33. void _0x0A487CC74A517FB5 ( Any p0 )  //0x0A487CC74A517FB5

    • 0
    • 214
    • 1207
  34. void _0x3C3C7B1B5EC08764 ()  //0x3C3C7B1B5EC08764

    • 0
    • 216
    • 1207
  35. void _INT_TO_STRING ( int value, const char* format, char* buffer )  //0xCF11C0CEB40C401B

    • 0
    • 310
    • 1207
  36. void _0x74ACA66484CEBAF0 ( Any p0 )  //0x74ACA66484CEBAF0

    • 0
    • 200
    • 1207
  37. void _0x49C44FE78A135A1D ( Any p0 )  //0x49C44FE78A135A1D

    • 0
    • 192
    • 1207
  38. void SET_BITS_IN_RANGE ( int* var, int rangeStart, int rangeEnd, int p3 )  //0x324DC1CEF57F31E6

    • 0
    • 208
    • 1207
  39. void SET_GAME_PAUSED ( BOOL toggle )  //0xFAEC088D28B1DE4A

    • 0
    • 232
    • 1207
  40. void SET_THIS_SCRIPT_CAN_BE_PAUSED ( BOOL toggle )  //0x3215376E79F6EA18

    • 0
    • 225
    • 1207
  41. void SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT ( BOOL toggle )  //0x8ABD939C2E5D00ED

    • 0
    • 251
    • 1207
  42. void SET_CHEAT_ACTIVE ( int cheatId )  //0xD4958E8CF0DE0DD0

    • 0
    • 275
    • 1207
  43. void _0xB711EB4BC8D06013 ()  //0xB711EB4BC8D06013

    • 0
    • 194
    • 1207
  44. void POPULATE_NOW ()  //0xEA6DC3A8ADD2005F

    • 0
    • 278
    • 1207
  45. void _COPY_MEMORY ( Any* dst, Any* src, int size )  //0xF7AC7DC0DEE7C9BE

    • 0
    • 348
    • 1207
  46. void ENABLE_DISPATCH_SERVICE ( int dispatchService, BOOL toggle )  //0x50E52637EF70EF77

    • 0
    • 359
    • 1207
  47. void BLOCK_DISPATCH_SERVICE_RESOURCE_CREATION ( int dispatchService, BOOL toggle )  //0x66947E61A44DE2C6

    • 0
    • 222
    • 1207
  48. void DELETE_INCIDENT ( int incidentId )  //0x5CFD0F0D6AAE0AEE

    • 0
    • 208
    • 1207
  49. void _SET_INCIDENT_UNK ( int incidentId )  //0x9617B6E5F6537B63

    • 0
    • 193
    • 1207
  50. void REMOVE_POP_MULTIPLIER_AREA ( int id, BOOL p1 )  //0x88CB484364EFB37A

    • 0
    • 182
    • 1207

Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...