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RDR2 NativeDB

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

Search 7154 native functions

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7154 natives found

  1. void _0x2CD41AC000E6F611 ()  //0x2CD41AC000E6F611

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  2. 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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  3. PED

    Hash _GET_ACTIVE_DYNAMIC_SCENARIO ( Ped ped )  //0x569F1E1237508DEB

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  4. PED

    void REMOVE_SCENARIO_BLOCKING_AREAS ()  //0xD37401D78A929A49

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  5. PED

    BOOL IS_PED_INCAPACITATED ( Ped ped )  //0xB655DB7582AEC805

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  6. void _0x535A66AAD2BF68F9 ( Any p0, Any p1 )  //0x535A66AAD2BF68F9

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  7. void TASK_GO_TO_WHISTLE ( Ped ped, Ped p1, int whistleType )  //0xBAD6545608CECA6E

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  8. void SET_ALL_VEHICLE_GENERATORS_ACTIVE_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, BOOL p7 )  //0xBBB134FB9D50C0CC

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  9. BOOL IS_ENTITY_IN_AIR ( Entity entity, Any p1 )  //0x886E37EC497200B6

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  10. void _0xA0F4D12D6042F6D5 ( Any p0, Any p1 )  //0xA0F4D12D6042F6D5

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  11. HUD

    int _CREATE_MP_GAMER_TAG ( Player player, const char* username, BOOL pointedClanTag, BOOL isRockstarClan, const char* clanTag, int clanFlag )  //0xD877AF112AD2B41B

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  12. LAW

    void _0x82F11E1296996574 ( int p0 )  //0x82F11E1296996574

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  13. BOOL NETWORK_IS_FRIEND ( Any* gamerHandle )  //0x1A24A179F9B31654

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  14. void _0xACC44768AF229042 ()  //0xACC44768AF229042

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  15. PED

    BOOL _GIVE_PED_SCENARIO_PROP ( Ped ped, Object object, const char* conditionalAnim, const char* p3, const char* p4, BOOL p5 )  //0x3BBDD6143FF16F98

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  16. PED

    void REMOVE_SCENARIO_BLOCKING_AREA ( Any p0, BOOL p1 )  //0x31D16B74C6E29D66

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  17. PED

    void _SET_PED_INCAPACITATION_MODIFIERS ( Ped ped, BOOL canBeIncapacitated, int threshold, int bleedoutTime, int p4 )  //0x39ED303390DDEAC7

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  18. Any _0xCEB40B678E403759 ( Any p0 )  //0xCEB40B678E403759

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  19. Any _0xEB67D4E056C85A81 ( Any p0 )  //0xEB67D4E056C85A81

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  20. void _DELETE_SCENARIO_POINT ( int scenario )  //0x81948DFE4F5A0283

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  21. void UNHOGTIE_PED ( Ped ped, int flags, Hash getupSetHash, const char* p3, const char* p4, float p5 )  //0x79559BAD83CCD038

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  22. void SET_ALL_VEHICLE_GENERATORS_ACTIVE ()  //0x3D596E6E88A02C24

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  23. BOOL IS_ENTITY_IN_ANGLED_AREA ( Entity entity, float originX, Any p10, float originY, float originZ, float edgeX, float edgeY, float edgeZ, float angle, BOOL p8 )  //0xD3151E53134595E5

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  24. void _0x8996FA6AD9FE4E90 ( Any p0 )  //0x8996FA6AD9FE4E90

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  25. LAW

    void _0x3852237A3D9DF145 ( int p0 )  //0x3852237A3D9DF145

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  26. void _SET_OVERRIDE_WEATHER ( Hash weatherType )  //0xBE83CAE8ED77A94F

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  27. BOOL NETWORK_IS_PENDING_FRIEND ( Any* gamerHandle )  //0x0BE73DA6984A6E33

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  28. void _0x7E300B5B86AB1D1A ( Any p0, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x7E300B5B86AB1D1A

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  29. PED

    Any _ADD_SCENARIO_BLOCKING_VOLUME ( Volume volume, BOOL p1, int flag )  //0x4C39C95AE5DB1329

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  30. PED

    BOOL _GET_PED_CAN_BE_INCAPACITATED_THIS_FRAME ( Ped ped )  //0x7A4E00364B5D727B

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  31. void _SET_PERSCHAR_SCHEDULE ( Hash persCharHash, const char* schedule )  //0x187D65F3AEC5D679

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  32. Any _0x78D8C1D4EB80C588 ( Any p0 )  //0x78D8C1D4EB80C588

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  33. void TASK_USE_SCENARIO_POINT ( Ped ped, int scenario, const char* conditionalAnim, int p3, BOOL p4, BOOL p5, Hash p6, BOOL p7, float p8, BOOL p9 )  //0xCCDAE6324B6A821C

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  34. void _0x722D6A49200174FE ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x722D6A49200174FE

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  35. void SET_FORCE_HD_VEHICLE ( Vehicle vehicle, BOOL toggle )  //0x373CB1283308BD7B

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  36. BOOL IS_ENTITY_IN_AREA ( Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9 )  //0x0C2634C40A16193E

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  37. void _0xC38B4952B728397A ( Vehicle vehicle, BOOL toggle )  //0xC38B4952B728397A

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  38. LAW

    BOOL _0x0EAF918F751F27BA ( Ped ped )  //0x0EAF918F751F27BA

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  39. BOOL NETWORK_ADD_FRIEND ( Any* gamerHandle, const char* message )  //0x8E02D73914064223

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  40. int GET_UNIQUE_INT_FOR_PLAYER ( Player player )  //0x07F723401B9D921C

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  41. BOOL IS_NAVMESH_LOADED_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2 )  //0xF813C7E63F9062A5

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  42. PED

    BOOL _GIVE_PED_SCENARIO_PROP_DYNAMIC ( Ped ped, Object object, const char* p2, const char* p3, BOOL p4 )  //0xA0774E388CE4A679

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  43. PED

    Any _0x6F46F8ACB44C4FC1 ( Any p0 )  //0x6F46F8ACB44C4FC1

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  44. PED

    void SET_PED_CAN_BE_INCAPACITATED ( Ped ped, BOOL toggle )  //0x5240864E847C691C

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  45. void _0x8B44273A92CD406C ( Any p0 )  //0x8B44273A92CD406C

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  46. void _MAKE_OBJECT_CARRIABLE ( Object object )  //0x78B4567E18B54480

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  47. void TRACK_VEHICLE_VISIBILITY ( Vehicle vehicle )  //0x1F3969B140DEE157

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  48. BOOL IS_ENTITY_IN_VOLUME ( Entity entity, ScrHandle volume, BOOL p2, int p3 )  //0x5A5526BC09C06623

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  49. BOOL PEDSHOT_IS_AVAILABLE ()  //0xAF6E67D073D2DCE2

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  50. LAW

    BOOL _0xC0DF161950FB101E ( Ped ped )  //0xC0DF161950FB101E

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