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RDR2 NativeDB

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

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288 natives in namespace MISC

  1. Any _0x80E9C316EF84DD81 ( Any p0 )  //0x80E9C316EF84DD81

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  2. void _0xE84AAC1B22A73E99 ( Any p0, Any p1 )  //0xE84AAC1B22A73E99

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  3. void _CLEAR_BROADCAST_BIT ( Any p0, Any p1 )  //0xB909149F2BB5F6DA

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  4. void _0xD2D74F89DF844A50 ( Any p0 )  //0xD2D74F89DF844A50

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  5. Hash GET_HASH_KEY ( const char* string )  //0xFD340785ADF8CFB7

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  6. Any _0xEF50E344A8F93784 ( Any p0, Any p1, Any p2, Any p3 )  //0xEF50E344A8F93784

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  7. BOOL IS_POSITION_OCCUPIED ( float x, float y, BOOL p10, float z, float range, BOOL p4, BOOL p5, BOOL p6, BOOL p7, BOOL p8 )  //0x825CA3ED43831015

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  8. void CLEAR_AREA ( float x, float y, float z, float radius, int flag )  //0x3B882A96EA77D5B1

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  9. void _CLEAR_VOLUME_AREA ( Volume volume, int flag )  //0x2FCD528A397E5C88

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  10. void CLEAR_ANGLED_AREA_OF_VEHICLES ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xA4D83115C1E02F8A

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  11. void SET_CREDITS_ACTIVE ( BOOL toggle )  //0xD37BECF862DA726F

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  12. void NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME ()  //0x3D0EAC6385DD6100

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  13. void PAUSE_DEATH_ARREST_RESTART ( BOOL toggle )  //0x66AB6B6C7E72F393

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  14. void IGNORE_NEXT_RESTART ( BOOL toggle )  //0x6C9FF40FF1B69F8F

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  15. void SET_FADE_IN_AFTER_DEATH_ARREST ( BOOL toggle )  //0xDF3B5846DE5904AF

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  16. void SET_FADE_IN_AFTER_LOAD ( BOOL toggle )  //0xAC806C4CAB973517

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  17. BOOL OVERRIDE_SAVE_HOUSE ( BOOL p0, float p1, float p2, float p3, float p4, BOOL p5, float p6, float p7 )  //0xB2C69E11A37B5AF0

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  18. 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

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  19. void FIRE_SINGLE_BULLET ( Any* args )  //0xCBC9A21F6A2A679C

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  20. void GET_MODEL_DIMENSIONS ( Hash modelHash, Vector3* minimum, Vector3* maximum )  //0xDCB8DDD5D054A7E7

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  21. BOOL IS_BIT_SET ( int address, int offset )  //0x4ED6CFDFE8D4131A

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  22. void _0x0A487CC74A517FB5 ( Any p0 )  //0x0A487CC74A517FB5

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  23. BOOL IS_MINIGAME_IN_PROGRESS ()  //0xF4D8BCD052E7EA1B

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  24. BOOL SHOULD_USE_METRIC_MEASUREMENTS ()  //0x4FB556ACEFA93098

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  25. BOOL _SHOULD_USE_METRIC_MEASUREMENTS_2 ()  //0x58BCDC75BA52110A

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  26. BOOL _SHOULD_USE_METRIC_TEMPERATURE ()  //0xFF4AAF3275BAAB4F

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  27. BOOL _SHOULD_USE_METRIC_WEIGHT ()  //0x8F24157FEDB85EA2

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  28. BOOL _SHOULD_USE_24_HOUR_CLOCK ()  //0x0177CF20345F44DD

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  29. int COMPARE_STRINGS ( const char* str1, const char* str2, BOOL matchCase, int maxLength )  //0xBFBB74A15EFC149B

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  30. int ABSI ( int value )  //0x0C214D5B8A38C828

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  31. float ABSF ( float value )  //0x134549B388167CBF

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  32. BOOL IS_PROJECTILE_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2, BOOL ownedByPlayer )  //0x05B0061EFDFC8941

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  33. BOOL IS_PROJECTILE_TYPE_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2, int type, BOOL p7 )  //0x04965FB9E14235C7

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  34. BOOL IS_PROJECTILE_TYPE_IN_ANGLED_AREA ( float p0, float p1, float p2, float p3, float p4, float p5, float p6, Any p7, BOOL p8 )  //0x928431F4133CD3D4

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  35. BOOL IS_PROJECTILE_TYPE_WITHIN_DISTANCE ( float p0, float p1, float p2, Any p3, float p4, BOOL p5 )  //0xF51C9BAAD9ED64C4

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  36. BOOL GET_COORDS_OF_PROJECTILE_TYPE_WITHIN_DISTANCE ( Ped ped, Hash weaponHash, float distance, Vector3* outCoords, BOOL p4, BOOL mustBeOwnedByThisPed )  //0xD73C960A681052DF

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  37. BOOL GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE ( Ped ped, Hash weaponHash, float distance, Vector3* outCoords, Object* outProjectile, BOOL p5, BOOL mustBeOwnedByThisPed )  //0x9578986A6105A6AD

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  38. BOOL IS_BULLET_IN_ANGLED_AREA ( float p0, float p1, float p2, float p3, float p4, float p5, float p6, BOOL p7 )  //0x9D09D8493747CF02

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  39. BOOL IS_BULLET_IN_AREA ( float p0, float p1, float p2, float p3, BOOL p4 )  //0xC652FD308772D79E

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  40. BOOL IS_BULLET_IN_BOX ( float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6 )  //0xC128137C52152741

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  41. BOOL HAS_BULLET_IMPACTED_IN_AREA ( float x, float y, float z, float p3, BOOL p4, BOOL p5 )  //0xC153E5BCCF411814

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  42. BOOL HAS_BULLET_IMPACTED_IN_BOX ( float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6, BOOL p7 )  //0x3B6A4C05FB2B33AC

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  43. Any _0x7A76104CC2CC69E8 ( Entity entity, int p1, int p2 )  //0x7A76104CC2CC69E8

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  44. Any _0xDC416CA762BC4F43 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xDC416CA762BC4F43

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  45. Any _0x970339EFA4FDE518 ( Any p0, Any p1, Any p2 )  //0x970339EFA4FDE518

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  46. BOOL IS_ORBIS_VERSION ()  //0x88CFAE250D3E0C71

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  47. BOOL IS_DURANGO_VERSION ()  //0xD1CCC2A2639D325F

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  48. BOOL IS_PC_VERSION ()  //0xB0FB6CFAA5A1C833

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  49. BOOL IS_STADIA_VERSION ()  //0x268AB8420A9E4ED7

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  50. BOOL IS_STRING_NULL ( const char* string )  //0x602102324604D96B

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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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