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
641 natives in namespace TASK
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void _0xCE71C2F9BAA3F975 ( Ped ped, Entity entity ) //0xCE71C2F9BAA3F975
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void _0x8798CF6815B8FE0F ( Any p0, Any p1 ) //0x8798CF6815B8FE0F
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void _0xE9225354FB7437A7 ( Any p0, Any p1 ) //0xE9225354FB7437A7
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void _0x5B68D0007D9C92EB ( Any p0, Any p1 ) //0x5B68D0007D9C92EB
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void _0x764DB5A48390FBAD ( Any p0, Any p1 ) //0x764DB5A48390FBAD
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void _0x31BB338F64D5C861 ( Ped ped, BOOL p1 ) //0x31BB338F64D5C861
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void _0x82ED59F095056550 ( Any p0, Any p1 ) //0x82ED59F095056550
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void _0x8F8C84363810691A ( Any p0, Any p1 ) //0x8F8C84363810691A
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void _0x517D01BF27B682D1 ( Ped ped, Entity entity, float p2, float p3, float p4, float p5, int p6 ) //0x517D01BF27B682D1
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void _0xE01C8DC8EDD28D31 ( Any p0, Any p1 ) //0xE01C8DC8EDD28D31
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void _0xFF8AFCA532B500D4 ( Any p0, Any p1 ) //0xFF8AFCA532B500D4
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void _0x88FD60D846D9CD63 ( Ped ped ) //0x88FD60D846D9CD63
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void _0x098CAA6DBE7D8D82 ( Any p0, Any p1 ) //0x098CAA6DBE7D8D82
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void _0x9050DF2C53801208 ( Ped ped, float p1 ) //0x9050DF2C53801208
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void _0x2B8AF29A78024BD3 ( Any p0 ) //0x2B8AF29A78024BD3
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void _0x22CDBF317C40A122 ( Ped ped ) //0x22CDBF317C40A122
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void _SET_PED_IGNORE_DEAD_BODIES ( Ped ped, BOOL toggle ) //0x013A7BA5015C1372
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void SET_PED_PATH_MAY_ENTER_WATER ( Ped ped, BOOL mayEnterWater ) //0xF35425A4204367EC
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void _TASK_PLAY_EMOTE ( Ped ped, int emoteType, int playbackMode, Hash emote, BOOL isSecondaryTask, BOOL canBreakOut, BOOL disableEarlyOutAnimTag, BOOL ignoreInvalidMainTask, BOOL destroyProps ) //0x884E3436CC1F41DD
- 0
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void _SET_PED_PATH_MAY_ENTER_DEEP_WATER ( Ped ped, BOOL mayEnterDeepWater ) //0x9DE63896B176EA94
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void _0x0E184495B27BB57D () //0x0E184495B27BB57D
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void _0x6A1AF481407BF6E9 ( Any p0 ) //0x6A1AF481407BF6E9
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void _0xC6170856E54557B2 ( Any p0, Any p1, Any p2 ) //0xC6170856E54557B2
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void _TASK_EMOTE_OUTRO ( Ped ped ) //0xBDFEEB7600BCD938
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void _0xF948F4356F010F11 ( Any p0, Any p1, Any p2 ) //0xF948F4356F010F11
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void _0xEC516FE805D2CB2D ( Any p0 ) //0xEC516FE805D2CB2D
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void SET_PED_PATH_PREFER_TO_AVOID_WATER ( Ped ped, BOOL avoidWater, float p2 ) //0x38FE1EC73743793C
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void _0x59AEA4DC640814B9 ( Any p0, Any p1 ) //0x59AEA4DC640814B9
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void _0x8BB283A7888AD1AD ( Any p0, Any p1, Any p2 ) //0x8BB283A7888AD1AD
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void _0x12990818C1D35886 ( Any p0, Any p1, Any p2 ) //0x12990818C1D35886
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void SET_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup, BOOL toggle ) //0x02C8E5B49848664E
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void _0x7C015D8BCEC72CF4 ( Any p0, Any p1 ) //0x7C015D8BCEC72CF4
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void _SET_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup, BOOL toggle ) //0x9925EDDB6EAB88CD
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void SET_PED_PATH_AVOID_FIRE ( Ped ped, BOOL avoidFire ) //0x4455517B28441E60
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void RESET_SCENARIO_GROUPS_ENABLED () //0xDD902D0349AFAD3A
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void _0x42CFD8FD8CC8DC69 ( Any p0, Any p1 ) //0x42CFD8FD8CC8DC69
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void _0x358A1A751B335A11 ( Any p0 ) //0x358A1A751B335A11
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void _0x216343750545A486 ( Any p0, Any p1, Any p2 ) //0x216343750545A486
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void FORCE_SCENARIO_GROUP_PRIORITY ( Any p0, Any p1 ) //0x444C910A5058E568
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void _0xB2D15D3551FE4FAE ( Any p0 ) //0xB2D15D3551FE4FAE
- 0
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void _0xFA30E2254461ADEB ( Any p0, Any p1 ) //0xFA30E2254461ADEB
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void TASK_GO_TO_COORD_ANY_MEANS ( Ped ped, float x, float y, float z, float speed, Entity entity, BOOL p6, int walkingStyle, float p8 ) //0x5BC448CB78FA3E88
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void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS ( Ped ped, float x, Any p10, Any p11, Any p12, float y, float z, float speed, Any p5, BOOL p6 ) //0x1DD45F9ECFDB1BC9
- 0
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void _SET_SCENARIO_POINT_ACTIVE ( int scenario, BOOL active ) //0xEEE4829304F93EEE
- 0
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void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 ) //0xB8ECD61F531A7B02
- 0
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void _RESET_SCENARIO_SCRIPT ( int scenario ) //0x5A40040BB5AE3EA2
- 0
- 173
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void TASK_PLAY_ANIM ( Ped ped, const char* animDict, BOOL p10, const char* taskFilter, BOOL p12, const char* animName, float speed, float speedMultiplier, int duration, int flags ) //0xEA47FE3719165B94
- 1
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void TASK_PLAY_ANIM_ADVANCED ( Ped ped, const char* animDict, float speedMultiplier, int duration, int flags, float p13, int p14, int p15, int p16, const char* animName ) //0x83CDB10EA29B370B
- 0
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void SET_SCENARIO_TYPE_ENABLED ( const char* scenarioType, BOOL toggle ) //0xEB47EC4E34FB7EE1
- 0
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void TASK_PLAY_UPPER_ANIM_FACING_ENTITY ( Ped ped, const char* animDict, BOOL p10, float p11, const char* p12, int p13, float p14, const char* animName, Entity entity, int p4 ) //0xAD67214236AB1CFE
- 0
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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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