RDR2 NativeDB
Browse our wiki-style database of native functions in Red Dead Redemption II.
Namespaces
- BUILTIN
- AICOVERPOINT
- AITRANSPORT
- ANIMSCENE
- _NAMESPACE4
- ATTRIBUTE
- AUDIO
- BOUNTY
- BRAIN
- CAM
- CLOCK
- COLLECTION
- COMPANION
- COMPENDIUM
- CRASHLOG
- CREW
- DATABINDING
- DATAFILE
- DEBUG
- DECORATOR
- DLC
- ENTITY
- EVENT
- FIRE
- FLOCK
- GRAPHICS
- GANG
- GOOGLE_ANALYTICS
- HUD
- IK
- _NAMESPACE30
- INTERIOR
- INVENTORY
- ITEMDATABASE
- ITEMSET
- LAW
- LOCALIZATION
- MAP
- MINIGAME
- MISC
- MISSIONDATA
- MONEY
- NETSHOPPING
- NETWORK
- OBJECT
- PAD
- PATHFIND
- PED
- PERSCHAR
- PERSISTENCE
- PHYSICS
- PLAYER
- POPULATION
- POSSE
- PROPSET
- QUEUE
- RECORDING
- REPLAY
- SCRIPTS
- SAVE
- SHAPETEST
- SOCIALCLUB
- SOCIALCLUBFEED
- SPACTIONPROXY
- STATS
- STREAMING
- TASK
- TELEMETRY
- TXD
- UIAPPS
- UIDEBUG
- UIEVENTS
- UIFEED
- UILOG
- UIPINNING
- UITUTORIAL
- UISTATEMACHINE
- UISTICKYFEED
- UNLOCK
- VEHICLE
- VOICE
- VOLUME
- WATER
- WEAPON
- ZONE
288 natives in namespace MISC
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void SET_CREDITS_ACTIVE ( BOOL toggle ) //0xD37BECF862DA726F
- 0
- 240
- 1207
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void NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME () //0x3D0EAC6385DD6100
- 0
- 225
- 1207
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void PAUSE_DEATH_ARREST_RESTART ( BOOL toggle ) //0x66AB6B6C7E72F393
- 0
- 322
- 1207
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void IGNORE_NEXT_RESTART ( BOOL toggle ) //0x6C9FF40FF1B69F8F
- 0
- 258
- 1207
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void SET_FADE_IN_AFTER_DEATH_ARREST ( BOOL toggle ) //0xDF3B5846DE5904AF
- 0
- 272
- 1207
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void SET_FADE_IN_AFTER_LOAD ( BOOL toggle ) //0xAC806C4CAB973517
- 0
- 213
- 1207
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BOOL OVERRIDE_SAVE_HOUSE ( BOOL p0, float p1, float p2, float p3, float p4, BOOL p5, float p6, float p7 ) //0xB2C69E11A37B5AF0
- 0
- 340
- 1207
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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
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void FIRE_SINGLE_BULLET ( Any* args ) //0xCBC9A21F6A2A679C
- 0
- 428
- 1207
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void GET_MODEL_DIMENSIONS ( Hash modelHash, Vector3* minimum, Vector3* maximum ) //0xDCB8DDD5D054A7E7
- 0
- 402
- 1207
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BOOL IS_BIT_SET ( int address, int offset ) //0x4ED6CFDFE8D4131A
- 0
- 242
- 1207
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void _0x0A487CC74A517FB5 ( Any p0 ) //0x0A487CC74A517FB5
- 0
- 214
- 1207
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BOOL IS_MINIGAME_IN_PROGRESS () //0xF4D8BCD052E7EA1B
- 0
- 249
- 1207
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BOOL SHOULD_USE_METRIC_MEASUREMENTS () //0x4FB556ACEFA93098
- 0
- 208
- 1207
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BOOL _SHOULD_USE_METRIC_MEASUREMENTS_2 () //0x58BCDC75BA52110A
- 0
- 192
- 1207
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BOOL _SHOULD_USE_METRIC_TEMPERATURE () //0xFF4AAF3275BAAB4F
- 0
- 271
- 1207
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BOOL _SHOULD_USE_METRIC_WEIGHT () //0x8F24157FEDB85EA2
- 0
- 227
- 1207
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BOOL _SHOULD_USE_24_HOUR_CLOCK () //0x0177CF20345F44DD
- 0
- 203
- 1207
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int COMPARE_STRINGS ( const char* str1, const char* str2, BOOL matchCase, int maxLength ) //0xBFBB74A15EFC149B
- 0
- 232
- 1207
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int ABSI ( int value ) //0x0C214D5B8A38C828
- 0
- 243
- 1207
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float ABSF ( float value ) //0x134549B388167CBF
- 0
- 231
- 1207
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BOOL IS_PROJECTILE_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2, BOOL ownedByPlayer ) //0x05B0061EFDFC8941
- 0
- 242
- 1207
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BOOL IS_PROJECTILE_TYPE_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2, int type, BOOL p7 ) //0x04965FB9E14235C7
- 0
- 294
- 1207
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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
- 0
- 229
- 1207
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BOOL IS_PROJECTILE_TYPE_WITHIN_DISTANCE ( float p0, float p1, float p2, Any p3, float p4, BOOL p5 ) //0xF51C9BAAD9ED64C4
- 0
- 230
- 1207
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BOOL GET_COORDS_OF_PROJECTILE_TYPE_WITHIN_DISTANCE ( Ped ped, Hash weaponHash, float distance, Vector3* outCoords, BOOL p4, BOOL mustBeOwnedByThisPed ) //0xD73C960A681052DF
- 0
- 240
- 1207
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BOOL GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE ( Ped ped, Hash weaponHash, float distance, Vector3* outCoords, Object* outProjectile, BOOL p5, BOOL mustBeOwnedByThisPed ) //0x9578986A6105A6AD
- 0
- 289
- 1207
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BOOL IS_BULLET_IN_ANGLED_AREA ( float p0, float p1, float p2, float p3, float p4, float p5, float p6, BOOL p7 ) //0x9D09D8493747CF02
- 0
- 229
- 1207
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BOOL IS_BULLET_IN_AREA ( float p0, float p1, float p2, float p3, BOOL p4 ) //0xC652FD308772D79E
- 0
- 228
- 1207
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BOOL IS_BULLET_IN_BOX ( float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6 ) //0xC128137C52152741
- 0
- 284
- 1207
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BOOL HAS_BULLET_IMPACTED_IN_AREA ( float x, float y, float z, float p3, BOOL p4, BOOL p5 ) //0xC153E5BCCF411814
- 0
- 261
- 1207
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BOOL HAS_BULLET_IMPACTED_IN_BOX ( float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6, BOOL p7 ) //0x3B6A4C05FB2B33AC
- 0
- 223
- 1207
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Any _0x7A76104CC2CC69E8 ( Entity entity, int p1, int p2 ) //0x7A76104CC2CC69E8
- 0
- 209
- 1207
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Any _0xDC416CA762BC4F43 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0xDC416CA762BC4F43
- 0
- 218
- 1207
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Any _0x970339EFA4FDE518 ( Any p0, Any p1, Any p2 ) //0x970339EFA4FDE518
- 0
- 201
- 1207
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BOOL IS_ORBIS_VERSION () //0x88CFAE250D3E0C71
- 0
- 214
- 1207
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BOOL IS_DURANGO_VERSION () //0xD1CCC2A2639D325F
- 0
- 239
- 1207
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BOOL IS_PC_VERSION () //0xB0FB6CFAA5A1C833
- 0
- 244
- 1207
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BOOL IS_STADIA_VERSION () //0x268AB8420A9E4ED7
- 0
- 237
- 1207
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BOOL IS_STRING_NULL ( const char* string ) //0x602102324604D96B
- 0
- 202
- 1207
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BOOL IS_STRING_NULL_OR_EMPTY ( const char* string ) //0x2CF12F9ACF18F048
- 0
- 211
- 1207
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BOOL IS_STRING_NULL_OR_EMPTY_OR_SPACES ( const char* string ) //0x375F5870A7B8BEC1
- 0
- 202
- 1207
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BOOL ARE_STRINGS_EQUAL ( const char* string1, const char* string2 ) //0xD3852F22AB713A1F
- 0
- 315
- 1207
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BOOL _DOES_STRING_EXIST_IN_STRING ( const char* string1, const char* string2 ) //0x9382D5D43D2AA6FF
- 0
- 219
- 1207
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void _0x3C3C7B1B5EC08764 () //0x3C3C7B1B5EC08764
- 0
- 216
- 1207
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Any _0x94E8CA3DEE952789 ( Any p0, Any p1 ) //0x94E8CA3DEE952789
- 0
- 194
- 1207
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Any _0x5B4A8121A47D844D ( Any p0 ) //0x5B4A8121A47D844D
- 0
- 268
- 1207
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BOOL STRING_TO_INT ( const char* string, int* outInteger ) //0xF2DD2298B3AF23E2
- 0
- 211
- 1207
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void _INT_TO_STRING ( int value, const char* format, char* buffer ) //0xCF11C0CEB40C401B
- 0
- 310
- 1207
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void _0x74ACA66484CEBAF0 ( Any p0 ) //0x74ACA66484CEBAF0
- 0
- 200
- 1207
Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.
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