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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. void _0xB08C4FA25BC29DB9 ( Any p0 )  //0xB08C4FA25BC29DB9

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  2. void _GAME_FRAMEWORK_MANAGER_SHUTDOWN ()  //0xAFF2FD8ADD927585

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  3. const char* GET_ONSCREEN_KEYBOARD_RESULT ()  //0xAFB4CF58A4A292B1

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  4. Any _0xAF530E56505D1BD6 ( Any p0 )  //0xAF530E56505D1BD6

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  5. void _0xAF3A84C7DE6A1DC5 ( Any p0, Any p1 )  //0xAF3A84C7DE6A1DC5

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  6. void _0xAD44856A1CD29635 ( Any p0, Any p1, Any p2 )  //0xAD44856A1CD29635

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  7. BOOL _IS_GLOBAL_BLOCK_VALID ( int index )  //0xACB7E1418A8B6E32

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

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  9. BOOL _0xAB6A04CEC428258B ( float p0, float p1, float p10, float p11, float* p12, float p2, float p3, float p4, float p5, float p6 )  //0xAB6A04CEC428258B

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  10. BOOL _CREATE_INCIDENT_WITH_ENTITIES ( int dispatchService, float x, float y, float z, ItemSet itemSet, float radius, int* outIncidentID )  //0xAB3D3F45436DB1D8

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  11. void _0xAB26DEEE120FD3FD ( Any p0, Any p1 )  //0xAB26DEEE120FD3FD

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  12. void _0xA9342743B634A462 ( Any p0 )  //0xA9342743B634A462

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  13. void STOP_CURRENT_LOADING_PROGRESS_TIMER ()  //0xA565FAC215CBC77D

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  14. 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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  15. void _0xA3A8926951471C82 ()  //0xA3A8926951471C82

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  16. Any _ADD_DISPATCH_SPAWN_BLOCKING_AREA ( Volume volume )  //0xA2D5A26208421426

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  17. void _0xA08111B053D84B4D ( Any p0 )  //0xA08111B053D84B4D

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  18. 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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  19. void _0x9BF2C0C568C61641 ( Any p0 )  //0x9BF2C0C568C61641

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  20. void _0x9B47971234169990 ( Ped ped, Any item )  //0x9B47971234169990

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  21. void _0x9A252AA23D7098F2 ()  //0x9A252AA23D7098F2

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  22. void _0x9935F76407C32539 ( const char* p0 )  //0x9935F76407C32539

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

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  24. void SET_TIME_SCALE ( float timeScale )  //0x9682AF6050854856

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  25. float ATAN2 ( float p0, float p1 )  //0x965B220A066E3F07

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  26. void _RESET_DISPATCH_MIN_SPAWN_DISTANCE ()  //0x96498D922D8D0D0A

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  27. void _0x96282005C5C6801F ( Any p0, Any p1 )  //0x96282005C5C6801F

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  28. void _SET_INCIDENT_UNK ( int incidentId )  //0x9617B6E5F6537B63

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  29. 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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  30. void _0x94FCADCF9F0C368E ( Any p0 )  //0x94FCADCF9F0C368E

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  31. Any _0x94E8CA3DEE952789 ( Any p0, Any p1 )  //0x94E8CA3DEE952789

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  32. BOOL _DOES_STRING_EXIST_IN_STRING ( const char* string1, const char* string2 )  //0x9382D5D43D2AA6FF

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  33. float GET_RAIN_LEVEL ()  //0x931B5F4CC130224B

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  34. int _GET_BENCHMARK_PASS_FROM_COMMAND_LINE ()  //0x9297DACF3A2CDFF7

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  35. 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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  36. BOOL GET_RANDOM_EVENT_FLAG ()  //0x924D54E5698AE3E0

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  37. void _0x91D657230BC208D2 ( const char* p0, const char* p1 )  //0x91D657230BC208D2

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  38. Any _0x8F4F050054005C27 ( Any p0, Any p1 )  //0x8F4F050054005C27

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  39. BOOL _SHOULD_USE_METRIC_WEIGHT ()  //0x8F24157FEDB85EA2

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  40. Any _0x8DB104CCEBCD58C5 ( Any p0, Any p1 )  //0x8DB104CCEBCD58C5

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  41. float TAN ( float p0 )  //0x8C13DB96497B7ABF

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  42. void _0x8C0F6A3D7236DEEB ( Any p0, Any p1 )  //0x8C0F6A3D7236DEEB

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  43. Any _0x8BB99B85444544D9 ( Any p0, Any p1 )  //0x8BB99B85444544D9

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  44. void SCRIPT_RACE_INIT ( int numCheckpoints, int numLaps, int numPlayers, Any p3 )  //0x8AE059F47158417E

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  45. void SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT ( BOOL toggle )  //0x8ABD939C2E5D00ED

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  46. void _SET_DISPATCH_MAX_SPAWN_DISTANCE ( float maxSpawnDistance )  //0x89314FB3463E28DE

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  47. BOOL IS_ORBIS_VERSION ()  //0x88CFAE250D3E0C71

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  48. void REMOVE_POP_MULTIPLIER_AREA ( int id, BOOL p1 )  //0x88CB484364EFB37A

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  49. void _CREATE_AI_MEMORY ( Any* args, int aiMemoryType )  //0x88BC5F4AEF77FC4E

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  50. BOOL REGISTER_INTERACTION_LOCKON_PROMPT ( Entity entity, const char* text, float radius, float p3, int flag, float p5, float p6, Prompt prompt, BOOL p8, int p9 )  //0x870708A6E147A9AD

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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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