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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. BOOL GET_GROUND_Z_FOR_3D_COORD ( float x, float y, float z, Any groundZ, BOOL considerWaterAsGround )  //0x24FA4267BB8D2431

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  2. BOOL GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD ( float x, float y, float z, float* groundZ, Vector3* normal )  //0x2A29CA9A6319E6AB

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  3. 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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  4. BOOL _0x36040772DF5E59A0 ()  //0x36040772DF5E59A0

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  5. 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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  6. 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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  7. BOOL IS_BIT_SET ( int address, int offset )  //0x4ED6CFDFE8D4131A

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  8. BOOL IS_MINIGAME_IN_PROGRESS ()  //0xF4D8BCD052E7EA1B

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  9. BOOL SHOULD_USE_METRIC_MEASUREMENTS ()  //0x4FB556ACEFA93098

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  10. BOOL _SHOULD_USE_METRIC_MEASUREMENTS_2 ()  //0x58BCDC75BA52110A

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  11. BOOL _SHOULD_USE_METRIC_TEMPERATURE ()  //0xFF4AAF3275BAAB4F

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  12. BOOL _SHOULD_USE_METRIC_WEIGHT ()  //0x8F24157FEDB85EA2

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  13. BOOL _SHOULD_USE_24_HOUR_CLOCK ()  //0x0177CF20345F44DD

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

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  15. 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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  16. 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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  17. BOOL IS_PROJECTILE_TYPE_WITHIN_DISTANCE ( float p0, float p1, float p2, Any p3, float p4, BOOL p5 )  //0xF51C9BAAD9ED64C4

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  18. 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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  19. 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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  20. 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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  21. BOOL IS_BULLET_IN_AREA ( float p0, float p1, float p2, float p3, BOOL p4 )  //0xC652FD308772D79E

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

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

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  24. 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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  25. BOOL IS_ORBIS_VERSION ()  //0x88CFAE250D3E0C71

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  26. BOOL IS_DURANGO_VERSION ()  //0xD1CCC2A2639D325F

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  27. BOOL IS_PC_VERSION ()  //0xB0FB6CFAA5A1C833

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  28. BOOL IS_STADIA_VERSION ()  //0x268AB8420A9E4ED7

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

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  30. BOOL IS_STRING_NULL_OR_EMPTY ( const char* string )  //0x2CF12F9ACF18F048

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  31. BOOL IS_STRING_NULL_OR_EMPTY_OR_SPACES ( const char* string )  //0x375F5870A7B8BEC1

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  32. BOOL ARE_STRINGS_EQUAL ( const char* string1, const char* string2 )  //0xD3852F22AB713A1F

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

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  34. BOOL STRING_TO_INT ( const char* string, int* outInteger )  //0xF2DD2298B3AF23E2

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  35. BOOL IS_GAME_SESSION_STATE_MACHINE_IDLE ()  //0xF9E7DBB39080640B

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  36. BOOL _QUEUE_SAVEGAME_OPERATION ( int p0 )  //0x279B0696DA4657EB

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  37. BOOL _0x1B065A2BF7953815 ( BOOL p0 )  //0x1B065A2BF7953815

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  38. BOOL CREATE_INCIDENT ( int dispatchService, float x, float y, float z, int numUnits, float radius, int* outIncidentID, Any p7, Any p8 )  //0x3F892CAF67444AE7

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

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  40. BOOL IS_INCIDENT_VALID ( int incidentId )  //0x39F2B1BAD412246A

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  41. BOOL DOES_POP_MULTIPLIER_AREA_EXIST ( int id )  //0x03BA619C81A646B3

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  42. BOOL _DOES_POP_MULTIPLIER_AREA_EXIST_FOR_VOLUME ( Volume volume )  //0x39D6DACE323A20B6

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  43. BOOL SCRIPT_RACE_GET_PLAYER_SPLIT_TIME ( Any p0, Any* p1, Any* p2 )  //0x769E848C66E3C2BB

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  44. BOOL _UI_IS_SINGLEPLAYER_PAUSE_MENU_ACTIVE ()  //0x4FFA0386A6216113

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  45. BOOL _DOES_ITEM_HAVE_VALID_BASE ( ScrHandle item )  //0xBDC6E364C9C78178

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  46. BOOL _IS_BASE_A_PERSISTENT_CHARACTER ( ScrHandle handle )  //0x716F17F8A0419F95

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  47. BOOL _IS_BASE_A_COVER_POINT ( ScrHandle handle )  //0xFEC1D4B5C82C176F

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  48. 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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  49. BOOL UNREGISTER_INTERACTION_LOCKON_PROMPT ( Entity entity )  //0xE98D55C5983F2509

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  50. BOOL _0x4B101DBCC9482F2D ( Ped ped )  //0x4B101DBCC9482F2D

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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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