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
76 natives in namespace PATHFIND
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void SET_ROADS_IN_AREA ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 ) //0xBF1A602B5BA52FEE
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void SET_ROADS_IN_ANGLED_AREA ( Any p0, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 ) //0x1A5AA1208AF5DB59
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void SET_ROADS_IN_VOLUME ( Volume volume, BOOL p1, BOOL p2, BOOL p3 ) //0xC1799FAFD2FDF52B
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void RESET_ROADS_IN_VOLUME ( Volume volume, BOOL p1 ) //0xD17672447692478E
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void SET_ROADS_BACK_TO_ORIGINAL ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 ) //0x1EE7063B80FFC77C
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void SET_ROADS_BACK_TO_ORIGINAL_IN_ANGLED_AREA ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 ) //0x0027501B9F3B407E
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void _0xAFE2AE66F6251C66 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 ) //0xAFE2AE66F6251C66
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void _0x4358BCF14C91761C ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 ) //0x4358BCF14C91761C
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void _0xB03944057FD735BA ( Any p0, Any p1, Any p2 ) //0xB03944057FD735BA
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void _0x6C3F12ECEB6D2E2A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 ) //0x6C3F12ECEB6D2E2A
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void _0x5A4E1A41E3A02AD0 ( Any p0, Any p1, Any p2 ) //0x5A4E1A41E3A02AD0
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BOOL GET_CLOSEST_VEHICLE_NODE ( float x, float y, float z, Vector3* outPosition, int nodeType, float p5, float p6 ) //0x240A18690AE96513
- 0
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Any _0xCA27A86CAA4E98ED ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 ) //0xCA27A86CAA4E98ED
- 0
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BOOL GET_CLOSEST_VEHICLE_NODE_WITH_HEADING ( float x, float y, float z, Vector3* outPosition, float* outHeading, int nodeType, float p6, int p7 ) //0x23CFFD4CCB243354
- 0
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BOOL GET_NTH_CLOSEST_VEHICLE_NODE ( float x, float y, float z, int nthClosest, Vector3* outPosition, int unknown1, float unknown2, Any unknown3 ) //0x5A6D8DF6FBC5D0C4
- 0
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int GET_NTH_CLOSEST_VEHICLE_NODE_ID ( float x, float y, float z, int nth, int nodetype, float p5, float p6 ) //0x116443008E5CEFC3
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BOOL GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING ( float x, float y, float z, int nthClosest, Vector3* outPosition, float* heading, Any* unknown1, int unknown2, float unknown3, float unknown4 ) //0x591B40D4390DB54A
- 0
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BOOL GET_NTH_CLOSEST_VEHICLE_NODE_ID_WITH_HEADING ( float x, float y, float z, int nthClosest, Vector3* outPosition, float outHeading, Any p6, float p7, float p8 ) //0x4114EAA8A7F7766D
- 0
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BOOL GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION ( float x, float y, Any p10, Any p11, float z, float desiredX, float desiredY, float desiredZ, int nthClosest, Vector3* outPosition ) //0x2FAC235A6062F14A
- 0
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BOOL IS_VEHICLE_NODE_ID_VALID ( int vehicleNodeId ) //0x5829A02AF4F0B3CB
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void GET_VEHICLE_NODE_POSITION ( int nodeId, Vector3* outPosition ) //0x8E8D72FF24DEE1FB
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BOOL GET_VEHICLE_NODE_IS_SWITCHED_OFF ( int nodeID ) //0x28533DBDDF7C2C97
- 0
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Any GET_CLOSEST_ROAD ( float x, float y, BOOL p10, float z, float p3, int p4, Vector3* p5, Vector3* p6, Any* p7, Any* p8 ) //0x132F52BBA570FE92
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BOOL ARE_NODES_LOADED_FOR_AREA ( float x1, float y1, float x2, float y2 ) //0xF7B79A50B905A30D
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BOOL REQUEST_PATHS_PREFER_ACCURATE_BOUNDINGSTRUCT ( float x1, float y1, float x2, float y2 ) //0x07FB139B592FA687
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BOOL GET_RANDOM_VEHICLE_NODE ( float x, float y, float z, float radius, BOOL p4, BOOL p5, BOOL p6, Vector3* outPosition, int* nodeId ) //0x93E0DB8440B73A7D
- 0
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void _GET_SPAWN_DATA_FOR_ROAD_NODE ( int nodeId, float x, float y, float z, Vector3* outCoords, float* heading ) //0xA3791B915B8B84C6
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BOOL IS_POINT_ON_ROAD ( float x, float y, float z, Vehicle vehicle ) //0x125BF4ABFC536B09
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void SET_PED_PATHS_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2, BOOL unknown, Any p7 ) //0x34F060F4BF92E018
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void _0xE5EF9DE716FF737E ( Any p0, Any p1, Any p2 ) //0xE5EF9DE716FF737E
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BOOL GET_SAFE_COORD_FOR_PED ( float x, float y, float z, BOOL onGround, Vector3* outPosition, int flags ) //0xB61C8E878A4199CA
- 0
- 453
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void SET_PED_PATHS_BACK_TO_ORIGINAL ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 ) //0xE04B48F2CC926253
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void _0xCF213A5FC3ABFC08 ( Any p0, Any p1, Any p2 ) //0xCF213A5FC3ABFC08
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void ADD_NAVMESH_REQUIRED_REGION ( float x, float y, float radius ) //0x387EAD7EE42F6685
- 0
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BOOL IS_NAVMESH_LOADED_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2 ) //0xF813C7E63F9062A5
- 0
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int GET_NUM_NAVMESHES_EXISTING_IN_AREA ( float p0, float p1, float p2, float p3, float p4, float p5 ) //0x01708E8DD3FF8C65
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BOOL _NAVMESH_ACTIVATE_SWAP ( const char* name ) //0x7C334FF4D9215912
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BOOL _NAVMESH_DEACTIVATE_SWAP ( const char* name ) //0x527B97C203BB8606
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- 326
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BOOL _NAVMESH_IS_SWAP_ACTIVE ( const char* name ) //0x5AC0944C156E5F44
- 0
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BOOL _NAVMESH_DOES_SWAP_EXIST ( const char* name ) //0x495CFAB2924237C7
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int _0x5A3B54ADDF5472A3 ( const char* p0 ) //0x5A3B54ADDF5472A3
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Any* _0xA33914B00CA55756 ( const char* p0, int p1 ) //0xA33914B00CA55756
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BOOL _NAVMESH_ASSIGN_NAVMESH_TO_VEHICLE ( Vehicle vehicle, const char* navMeshName ) //0x44026E3DB3CED602
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Any ADD_NAVMESH_BLOCKING_OBJECT ( float p0, float p1, float p2, float p3, float p4, float p5, float p6, BOOL p7, Any p8 ) //0xFCD5C8E06E502F5A
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void REMOVE_NAVMESH_BLOCKING_OBJECT ( Any p0 ) //0x46399A7895957C0E
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BOOL DOES_NAVMESH_BLOCKING_OBJECT_EXIST ( Any p0 ) //0x0EAEB0DB4B132399
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BOOL _ADD_NAVMESH_BLOCKING_VOLUME ( Volume volume, int flags ) //0x19C7567D2F2287D6
- 0
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void _REMOVE_NAVMESH_BLOCKING_VOLUME ( Volume volume ) //0x2C87C3E1C7B96EE2
- 0
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BOOL _DOES_NAVMESH_BLOCKING_VOLUME_EXIST ( Volume volume ) //0xDE0EA444735C1368
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void _0x6DAD6630AE4A74CB ( Any p0, Any p1 ) //0x6DAD6630AE4A74CB
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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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