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 _0x10C44F633E2D6D9E ( Any p0 ) //0x10C44F633E2D6D9E
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void _0x7FB78B2199C10E92 ( Any p0 ) //0x7FB78B2199C10E92
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void TASK_GUARD ( Ped ped, Any p1, Any p2 ) //0xB9FB242EACCAF30F
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void TASK_GUARD_CURRENT_POSITION ( Ped ped, float p1, float p2, BOOL p3 ) //0x4A58A47A72E3FCB4
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void _TASK_GUARD_ASSIGNED_DEFENSIVE_AREA_2 ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 ) //0x1FC9B33976BACD6C
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void TASK_GUARD_ASSIGNED_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4, float p5, Any p6 ) //0xD2A207EEBDF9889B
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void TASK_STAND_GUARD ( Ped ped, float x, float y, float z, float heading, const char* scenarioName ) //0xAE032F8BBA959E90
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void SET_DRIVE_TASK_CRUISE_SPEED ( Ped driver, float cruiseSpeed ) //0x5C9B84BD7D31D908
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void SET_DRIVE_TASK_MAX_CRUISE_SPEED ( Ped ped, float maxCruiseSpeed ) //0x404A5AA9B9F0B746
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- 220
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void ADD_COVER_BLOCKING_AREA ( float playerX, float playerY, float playerZ, float radiusX, float radiusY, float radiusZ, BOOL p6, BOOL p7, BOOL p8, BOOL p9 ) //0x45C597097DD7CB81
- 0
- 228
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void _ADD_COVER_BLOCKING_VOLUME ( Volume volume, BOOL p1, BOOL p2, BOOL p3, BOOL p4 ) //0xEB2ED1DC3AEC0654
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void REMOVE_ALL_COVER_BLOCKING_AREAS () //0xDB6708C0B46F56D8
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void _0x2A10538D0A005E81 ( Any p0, Any p1 ) //0x2A10538D0A005E81
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void _0x4F57397388E1DFF8 () //0x4F57397388E1DFF8
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void TASK_ROB_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4 ) //0x7BB967F85D8CCBDB
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BOOL _0xBEDBE39B5FD98FD6 ( Ped ped ) //0xBEDBE39B5FD98FD6
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int CREATE_SCENARIO_POINT_HASH ( Hash scenarioHash, float x, float y, float z, float heading, Any p5, Any p6, BOOL p7 ) //0x94B745CE41DB58A1
- 0
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int CREATE_SCENARIO_POINT_HASH_ATTACHED_TO_ENTITY ( Entity entity, Hash scenarioHash, float x, float y, float z, float heading, Any p6, Any p7, BOOL p8 ) //0x794AB1379A74064D
- 0
- 291
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BOOL _DOES_SCENARIO_POINT_HAVE_PROPS ( int scenario ) //0xEA31F199A73801D3
- 0
- 203
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Entity GET_PROP_FOR_SCENARIO_POINT ( int scenarioPoint, const char* name ) //0x295514F198EFD0CA
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- 229
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BOOL _ASSOCIATE_PROP_WITH_SCENARIO ( int scenario, Entity entity, const char* propName, BOOL p3 ) //0x8360C47380B6F351
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void _SET_SCENARIO_POINT_FLAG ( int scenario, int flag, BOOL value ) //0x5AF19B6CC2115D34
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BOOL _IS_SCENARIO_POINT_FLAG_SET ( int scenario, int flag ) //0x8569C38D2FB80650
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void _0xADC45010BC17AF0E ( Any p0, Any p1 ) //0xADC45010BC17AF0E
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Any _0x974DA3408DEC4E79 ( Any p0 ) //0x974DA3408DEC4E79
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BOOL _DISASSOCIATE_PROP_FROM_SCENARIO ( int scenario, const char* propName ) //0x6EF4E31B4D5D2DA0
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BOOL DOES_SCENARIO_POINT_EXIST ( int scenario ) //0x841475AC96E794D1
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Any _0x22CD2C33ED4467A1 ( Any p0 ) //0x22CD2C33ED4467A1
- 0
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Entity _GET_SCENARIO_POINT_ENTITY ( int scenario ) //0x7467165EE97D3C68
- 0
- 187
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Ped _GET_PED_USING_SCENARIO_POINT ( int scenario ) //0x5BA659955369B0E2
- 0
- 185
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Vector3 _GET_SCENARIO_POINT_COORDS ( int scenario, BOOL p1 ) //0xA8452DD321607029
- 0
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Vector3 _0x91CB5E431F579BA1 ( Any p0 ) //0x91CB5E431F579BA1
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Any _0x370F57C47F68EBCA ( Any p0 ) //0x370F57C47F68EBCA
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- 218
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float _GET_SCENARIO_POINT_HEADING ( int scenario, BOOL p1 ) //0xB93EA7184BAA85C3
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float _GET_SCENARIO_POINT_RADIUS ( int scenario ) //0x6718F40313A2B5A6
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void _SET_SCENARIO_POINT_COORDS ( int scenario, float xPos, float yPos, float zPos, BOOL p4 ) //0x2056AB38DF06825C
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void _SET_SCENARIO_POINT_HEADING ( int scenario, float heading, BOOL p2 ) //0xD3A0DA8F91612C6E
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- 213
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void _SET_SCENARIO_POINT_RADIUS ( int scenario, float radius ) //0xC47D9080A9A8856A
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void _0xA7479FB665361EDB ( Any p0, Any p1 ) //0xA7479FB665361EDB
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- 190
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void _0xE69FDA40AAC3EFC0 ( Any p0, Any p1 ) //0xE69FDA40AAC3EFC0
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int GET_SCENARIO_POINTS_IN_AREA ( float posX, float posY, float posZ, float radius, Any* scenariosInRadius, int size ) //0x345EC3B7EBDE1CB5
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- 324
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Any _0xEFD875C2791EBEFD ( Any p0, Any p1, Any p2, Any p3 ) //0xEFD875C2791EBEFD
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- 202
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Any _0x152664AA3188B193 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0x152664AA3188B193
- 0
- 231
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Any _0xE7BBC4E56B989449 ( Any p0, Any p1, Any p2 ) //0xE7BBC4E56B989449
- 0
- 218
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int _GET_SCENARIO_POINT_PED_IS_USING ( Ped ped, BOOL p1 ) //0xDF7993356F52359A
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- 177
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Any GET_RANSACK_SCENARIO_POINT_PED_IS_USING ( Ped ped ) //0xD04241BBF6D03A5E
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- 197
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void _SET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity, BOOL open ) //0x188F8071F244B9B8
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Any _0xA9E7672F8C6C6F74 ( Any p0 ) //0xA9E7672F8C6C6F74
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Any _0x0A98A362C5A19A43 ( Any p0 ) //0x0A98A362C5A19A43
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Any _0x849791EBBDBA0362 ( Any p0 ) //0x849791EBBDBA0362
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- 176
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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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