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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

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72 natives in namespace PHYSICS

  1. void DELETE_ROPE ( int* ropeId )  //0x52B4829281364649

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  2. void _0x6076213101A47B3B ( int ropeId )  //0x6076213101A47B3B

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  3. void DELETE_CHILD_ROPE ( int ropeId )  //0xAA5D6B1888E4DB20

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  4. void _BREAK_ROPE ( int* ropeId, int* ropeTop, int* ropeBottom, float offsetX, float offsetY, float offsetZ, int p6 )  //0x4CFA2B7FAE115ECB

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  5. void _0x7A54D82227A139DB ( int* ropeId, Any p1 )  //0x7A54D82227A139DB

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  6. void ROPE_DRAW_SHADOW_ENABLED ( int* ropeId, BOOL toggle )  //0xF159A63806BB5BA8

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  7. void _0xE54BF2CE6C7D23A9 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0xE54BF2CE6C7D23A9

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  8. void _0x9C24846D0A4A2776 ( Any p0 )  //0x9C24846D0A4A2776

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  9. void _0x0CB16D05E03FB525 ( Any p0 )  //0x0CB16D05E03FB525

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  10. void _0xF27F1A8DE4F50A1B ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xF27F1A8DE4F50A1B

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  11. void _0x21D0890D88DFB0B0 ( int ropeId, BOOL p1, int p10, float p2, float p3, float p4, float p5, float p6, float p7, float p8 )  //0x21D0890D88DFB0B0

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  12. void ATTACH_ENTITIES_TO_ROPE ( int ropeId, Entity entity1, int alwaysZero1, int alwaysZero2, const char* boneName1, const char* boneName2, BOOL p14, int boneId1, int boneId2, int alwaysZero3 )  //0x3D95EC8B6D940AC3

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  13. void _ATTACH_ENTITIES_TO_ROPE_2 ( int ropeId, Entity entity1, const char* boneName2, Entity entity2, float ent1X, float ent1Y, float ent1Z, float ent2X, float ent2Y, float ent2Z )  //0x462FF2A432733A44

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  14. void _ATTACH_ENTITES_TO_ROPE_3 ( int ropeId, Entity entity1, Any p10, Entity entity2, float p3, float p4, float p5, float p6, float p7, float p8 )  //0xE9CD9A67834985A7

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  15. void _0x69C810B72291D831 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x69C810B72291D831

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  16. void _0xB7469CB9AC3C0FD4 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xB7469CB9AC3C0FD4

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  17. void _0xC64E7A62632AD2FE ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xC64E7A62632AD2FE

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  18. void DETACH_ROPE_FROM_ENTITY ( int ropeId, Entity entity )  //0xBCF3026912A8647D

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  19. void _HITCH_HORSE ( Ped horse, float x, float y, float z )  //0x06AADE17334F7A40

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  20. void _UNHITCH_HORSE ( Ped horse )  //0x0348469DAA17576C

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  21. void _0x6EA0E93CFFA472CC ( Any p0 )  //0x6EA0E93CFFA472CC

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  22. void _0xBDDA142759307528 ( Any p0 )  //0xBDDA142759307528

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  23. void _0x32F4DBFDFCCCC735 ( Any p0, Any p1, Any p2 )  //0x32F4DBFDFCCCC735

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  24. void _0xF8CA39D5C0D1D9A1 ( Any p0, Any p1 )  //0xF8CA39D5C0D1D9A1

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  25. void _0xEAF529446488EB18 ( Any p0 )  //0xEAF529446488EB18

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  26. void _0x31160EC47E7C9549 ( Any p0, Any p1 )  //0x31160EC47E7C9549

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  27. void _0x5E981C764DF33117 ( Any p0, Any p1 )  //0x5E981C764DF33117

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  28. void ROPE_SET_UPDATE_ORDER ( int ropeId, Any p1 )  //0xDC57A637A20006ED

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  29. void _0xFB9153A54AC713E8 ( int ropeId, BOOL p1 )  //0xFB9153A54AC713E8

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  30. void _0xD699E688B49C0FD2 ( int ropeId, float p1, float p2, float p3, BOOL p4 )  //0xD699E688B49C0FD2

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  31. void _0xBB3E9B073E66C3C9 ( int ropeId, BOOL p1, BOOL p2, BOOL p3, BOOL p4 )  //0xBB3E9B073E66C3C9

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  32. void _0x522FA3F490E2F7AC ( int ropeId, Any p1, Any p2 )  //0x522FA3F490E2F7AC

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  33. void _0x3900491C0D61ED4B ( Any p0, Any p1 )  //0x3900491C0D61ED4B

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  34. void _0xC89E7410A93AC19A ( int ropeId, float p1 )  //0xC89E7410A93AC19A

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  35. void _0x1D97DA8ACB5D2582 ( int ropeId, int p1 )  //0x1D97DA8ACB5D2582

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  36. void _0x3C6490D940FF5D0B ( int ropeId, Any p1, const char* ropeModelType, float length, BOOL p4 )  //0x3C6490D940FF5D0B

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  37. void START_ROPE_WINDING ( int ropeId )  //0x1461C72C889E343E

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  38. void STOP_ROPE_WINDING ( int ropeId )  //0xCB2D4AB84A19AA7C

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  39. void START_ROPE_UNWINDING_FRONT ( int ropeId )  //0x538D1179EC1AA9A9

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  40. void STOP_ROPE_UNWINDING_FRONT ( int ropeId )  //0xFFF3A50779EFBBB3

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  41. void _0x00F611A794A3C36E ( Any p0 )  //0x00F611A794A3C36E

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  42. void _0x10DAA76CB8A201A1 ( Any p0 )  //0x10DAA76CB8A201A1

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  43. void _0x461FCBDEB4D06717 ( int ropeId, BOOL p1 )  //0x461FCBDEB4D06717

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  44. void _0x423C6B1F3786D28B ( Any p0, Any p1 )  //0x423C6B1F3786D28B

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  45. void _0x76BAD9D538BCA1AA ( int ropeId, float p1 )  //0x76BAD9D538BCA1AA

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  46. void _0xB40EA9E0D2E2F7F3 ( int ropeId, float p1 )  //0xB40EA9E0D2E2F7F3

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  47. void _0x751DF00EEFF122E3 ( Any p0 )  //0x751DF00EEFF122E3

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  48. void ROPE_FORCE_LENGTH ( int ropeId, float length )  //0xD009F759A723DB1B

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  49. void _0x8D59079C37C21D78 ( int ropeId, float p1 )  //0x8D59079C37C21D78

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  50. void _0x814D453FCFDF119F ( Any p0, Any p1, Any p2 )  //0x814D453FCFDF119F

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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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