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
1013 natives in namespace PED
-
Hash _GET_PED_INTERACTION_PERSONALITY ( Ped ped ) //0xD7AD3C7EBAF88C92
- 0
- 176
- 1207
-
Hash _GET_PED_GRAPPLE_STYLE ( Ped ped ) //0x753B15AD0FD6F3E3
- 0
- 215
- 1207
-
Hash _GET_PED_BLACKBOARD_HASH ( Ped ped, const char* variableName ) //0xBF5E791BBBF90A3C
- 0
- 190
- 1207
-
Hash _GET_SHOP_PED_COMPONENT_AT_INDEX ( Ped ped, int index, BOOL p2, Any* argStruct, Any* argStruct2 ) //0x77BA37622E22023B
- 0
- 299
- 1207
-
Hash _GET_SHOP_PED_COMPONENT_CATEGORY ( Hash componentHash, int metapedType, BOOL isMP ) //0x5FF9A878C3D115B8
- 0
- 199
- 1207
-
Hash _GET_ACTIVE_DYNAMIC_SCENARIO_2 ( Ped ped ) //0xC22AA08A8ADB87D4
- 0
- 221
- 1207
-
Hash _GET_ACTIVE_DYNAMIC_SCENARIO ( Ped ped ) //0x569F1E1237508DEB
- 0
- 216
- 1207
-
float GET_PED_MOOD_TOWARDS_PED ( Ped ped, int moodIndex, Ped target ) //0x42688E94E96FD9B4
- 0
- 492
- 1207
-
float _GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER ( Player player ) //0xEE2D5C819A65BF26
- 0
- 130
- 1311
-
float GET_COMBAT_FLOAT ( Ped ped, int combatType ) //0x52DFF8A10508090A
- 0
- 258
- 1207
-
float TIME_SINCE_PED_LAST_SHOT ( Ped ped ) //0x285D36C5C72B0569
- 0
- 300
- 1207
-
float _GET_PED_MELEE_ACTION_PHASE ( Ped ped ) //0x6127F25ED21C533C
- 0
- 204
- 1207
-
float _GET_PED_LOD_MULTIPLIER ( Ped ped ) //0x1B710E6F4AB69341
- 0
- 169
- 1355
-
float _GET_PED_REMAINING_REVIVAL_TIME ( Ped ped, BOOL normalized ) //0xEBE89623EB861271
- 0
- 191
- 1207
-
float _GET_HEALTH_RECHARGE_MULTIPLIER ( Ped ped ) //0x95B8E397B8F4360F
- 0
- 178
- 1207
-
float _GET_STAMINA_DEPLETION_MULTIPLIER ( Ped ped ) //0x825F6DD559A0895B
- 0
- 180
- 1207
-
float _GET_STAMINA_RECHARGE_MULTIPLIER ( Ped ped ) //0xE7687EB2F634ABF0
- 0
- 143
- 1207
-
float _GET_PED_STAMINA ( Ped ped ) //0x775A1CA7893AA8B5
- 0
- 296
- 1207
-
float _GET_PED_STAMINA_NORMALIZED ( Ped ped ) //0x22F2A386D43048A9
- 0
- 189
- 1207
-
float _GET_PED_MAX_STAMINA ( Ped ped ) //0xCB42AFE2B613EE55
- 0
- 265
- 1207
-
float _GET_PED_DRUNKNESS ( Ped ped ) //0x6FB76442469ABD68
- 0
- 197
- 1207
-
float _GET_TOTAL_PED_DAMAGE_FROM_AI ( Ped ped ) //0x92C8EACA29F6BED6
- 0
- 209
- 1207
-
float GET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER ( Ped ped ) //0x936E7CAD0AE2EE14
- 0
- 210
- 1207
-
float _0x134775B093AD5C38 ( Ped ped ) //0x134775B093AD5C38
- 0
- 240
- 1207
-
float _GET_PED_HEIGHT ( Ped ped ) //0x1D491CCF7211FB74
- 0
- 170
- 1207
-
float _GET_PED_BLACKBOARD_FLOAT ( Ped ped, const char* variableName ) //0x56E58D4D118FB45E
- 0
- 154
- 1207
-
float GET_PED_BLACKBOARD_SCRIPT_FLOAT ( Ped ped, const char* variableName ) //0xA29FD00D45311EB7
- 0
- 201
- 1207
-
float GET_PED_ID_RANGE ( Ped ped ) //0x31167ED4324B758D
- 0
- 319
- 1207
-
float _GET_PLAYER_PED_WATER_DEPTH ( Ped ped ) //0x2942457417A5FD24
- 0
- 193
- 1207
-
Entity _GET_PED_REGISTER_PROP ( Ped ped, const char* p1, BOOL p2 ) //0x4D0D2E3D8BC000EB
- 0
- 275
- 1207
-
Entity GET_PED_SOURCE_OF_DEATH ( Ped ped ) //0x93C8B64DEB84728C
- 0
- 436
- 1207
-
Entity _0xE76687023D8C8505 ( Hash p0, Any p1 ) //0xE76687023D8C8505
- 0
- 324
- 1207
-
Entity GET_PED_MOTION_FOCUS_ENTITY ( Ped ped ) //0x243E1B4607040057
- 0
- 265
- 1207
-
Entity GET_PED_VEHICLE_CARRIAGE ( Ped ped ) //0x849BD6C6314793D0
- 0
- 416
- 1207
-
Entity _CREATE_METAPED_ASSET ( Hash asset, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, BOOL p7, BOOL p8, BOOL p9 ) //0x9641A9A20310F6B8
- 0
- 207
- 1207
-
Entity _GET_FIRST_ENTITY_PED_IS_CARRYING ( Ped ped ) //0xD806CD2A4F2C2996
- 0
- 678
- 1207
-
Entity _GET_LASSOER_OF_PED ( Ped ped ) //0x833F0053340EF413
- 0
- 224
- 1207
-
Entity GET_LOOTING_PICKUP_TARGET_ENTITY ( Ped ped ) //0x14169FA823679E41
- 0
- 186
- 1207
-
BOOL IS_PED_USING_ANY_SCENARIO ( Ped ped ) //0x57AB4A3080F85143
- 0
- 311
- 1207
-
BOOL IS_PED_USING_THIS_SCENARIO ( Ped ped, int scenario ) //0x9C54041BB66BCF9E
- 0
- 255
- 1207
-
BOOL _CAN_PED_USE_SCENARIO_POINT ( Ped ped, int scenario, Any p2, Any p3, Any p4 ) //0xAB643407D0B26F07
- 0
- 202
- 1207
-
BOOL _SET_PED_SHOULD_PLAY_DIRECTED_SCENARIO_EXIT ( Ped ped, float x, float y, float z ) //0xEC6935EBE0847B90
- 0
- 157
- 1207
-
BOOL SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT ( Ped ped, float x, float y, float z, int lookIntensity ) //0xEEED8FAFEC331A70
- 0
- 189
- 1207
-
BOOL SET_PED_SHOULD_PLAY_COMBAT_SCENARIO_EXIT ( Ped ped, float x, float y, float z, int lookIntensity ) //0x802092B07E3B1EEA
- 0
- 179
- 1207
-
BOOL SET_PED_SHOULD_PLAY_EMOTIONAL_SCENARIO_EXIT ( Ped ped, float x, float y, float z, int lookIntensity, BOOL p5 ) //0x62FDAD5E01D2DD47
- 0
- 198
- 1207
-
BOOL SET_PED_SHOULD_PLAY_QUICK_SCENARIO_EXIT ( Ped ped, float x, float y, float z, int lookIntensity, BOOL p5 ) //0x463803429297117C
- 0
- 267
- 1207
-
BOOL ADD_RELATIONSHIP_GROUP ( const char* name, Hash* groupHash ) //0xF372BC22FCB88606
- 0
- 435
- 1207
-
BOOL _0x947E43F544B6AB34 ( Ped ped, Player player, int flag, int ms ) //0x947E43F544B6AB34
- 0
- 184
- 1207
-
BOOL _0x1E017404784AA6A3 ( Ped ped, Hash p1 ) //0x1E017404784AA6A3
- 0
- 214
- 1207
-
BOOL IS_PED_RESPONDING_TO_EVENT ( Ped ped, Hash event ) //0x625B774D75C87068
- 0
- 1,022
- 1207
Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.
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