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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 DELETE_ENTITY ( Entity* entity )  //0x4CD38C78BD19A497

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  2. Any _0x1F11702DDBD915C6 ( Any p0, Any p1 )  //0x1F11702DDBD915C6

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  3. int COMPARE_STRINGS ( const char* str1, const char* str2, BOOL matchCase, int maxLength )  //0xBFBB74A15EFC149B

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  4. Any _0x0943113E02322164 ( Object object, int p1 )  //0x0943113E02322164

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

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  6. float GET_PLAYER_CURRENT_STEALTH_NOISE ( Player player )  //0xD7ECC25E176ECBA5

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  7. void TASK_SCRIPTED_ANIMATION ( Ped ped, Any* args )  //0x126EF75F1E17ABE5

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  8. int _GET_SCENARIO_POINT_TYPE_PED_IS_USING ( Ped ped )  //0x2D0571BB55879DA2

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  9. void _TELEMETRY_ANIMAL_SKINNED ( Hash type, Any* items )  //0x7581972ADF5D699A

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  10. Vector3 _GET_TRAIN_POSITION_ON_TRACK ( int trackIndex )  //0x1E8A921112891651

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  11. void _REQUEST_WEAPON_ASSET ( Hash weaponHash, int p1, BOOL p2 )  //0x72D4CB5DB927009C

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  12. BOOL _DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE ( AnimScene animScene, const char* p1 )  //0x6F1F0B17109309DA

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  13. void _0x259ACC5B52A2B2D9 ( Any p0, Any p1 )  //0x259ACC5B52A2B2D9

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  14. CAM

    void SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET ( float p0 )  //0x421192A2DA48FD01

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  15. void _DATABINDING_WRITE_DATA_POSSE_ID ( Any p0, const char* p1, Any posseId )  //0xC70041408E16BE2E

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  16. Any _0x7933754F260B428A ( Player player )  //0x7933754F260B428A

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  17. int ABSI ( int value )  //0x0C214D5B8A38C828

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  18. void NETWORK_SET_IN_MP_CUTSCENE ( BOOL p0, BOOL p1, int p2, BOOL p3 )  //0x9CA5DE655269FEC4

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  19. Any _0x614D0B4533F842D3 ( Any p0 )  //0x614D0B4533F842D3

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  20. PED

    int GET_PED_ACCURACY ( Ped ped )  //0x37F4AD56ECBC0CD6

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  21. PED

    void _0x00B380FF2DF6AB7A ( Any p0, Any p1 )  //0x00B380FF2DF6AB7A

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

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  23. void PLAY_ENTITY_SCRIPTED_ANIM ( Entity entity, Any* args )  //0x77A1EEC547E7FCF1

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  24. Hash _GET_SCENARIO_POINT_TYPE ( int scenario )  //0xA92450B5AE687AAF

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  25. void _0x06A09A6E0C6D2A84 ( Vehicle train, BOOL p1 )  //0x06A09A6E0C6D2A84

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  26. BOOL _HAS_WEAPON_ASSET_LOADED ( Hash weaponHash )  //0xFF07CF465F48B830

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  27. BOOL _DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST ( AnimScene animScene, const char* entityName )  //0x9D1ECA9337BE9FC3

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  28. void _FORCE_VEHICLE_ENGINE_AUDIO ( Vehicle vehicle, const char* audioName )  //0x4F0C413926060B38

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  29. CAM

    void _SET_GAMEPLAY_HINT_ANIM_OFFSETX ( float p0 )  //0xF86B6F93727C59C9

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  30. void _0x422179C7F6AD9304 ( Any p0, Any* gamerHandle )  //0x422179C7F6AD9304

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  31. void DETACH_ENTITY ( Entity entity, BOOL p1, BOOL collision )  //0x64CDE9D6BF8ECAD3

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  32. Any _0xAFD3599A3CC5637D ()  //0xAFD3599A3CC5637D

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  33. BOOL _INVENTORY_GET_FULL_INVENTORY_ITEM_DATA ( int inventoryId, Any* guid, Any* p2, int p3, int p4 )  //0x025A1B1FB03FBF61

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  34. float ABSF ( float value )  //0x134549B388167CBF

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  35. BOOL NETWORK_IS_IN_MP_CUTSCENE ()  //0x6CC27C9FA2040220

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  36. void _DOOR_SYSTEM_FORCE_SHUT ( Hash doorHash, BOOL p1 )  //0x276AAF0F1C7F2494

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  37. PED

    BOOL IS_PED_MODEL ( Ped ped, Hash modelHash )  //0xC9D55B1A358A5BF7

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  38. PED

    void _0x07EA5B053FA60AC7 ( Any p0, Any p1 )  //0x07EA5B053FA60AC7

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

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  40. void STOP_ANIM_PLAYBACK ( Ped ped, int p1, BOOL p2 )  //0xEE08C992D238C5D1

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  41. BOOL IS_PED_ACTIVE_IN_SCENARIO ( Ped ped, int scenario )  //0xAA135F9482C82CC3

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  42. void _REMOVE_WEAPON_ASSET ( Hash weaponHash )  //0xC3896D03E2852236

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  43. void LOAD_ANIM_SCENE ( AnimScene animScene )  //0xAF068580194D9DC7

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  44. void SET_GPS_ACTIVE ( BOOL active )  //0x3BD3F52BA9B1E4E8

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  45. CAM

    void _SET_GAMEPLAY_HINT_ANIM_OFFSETY ( float p0 )  //0x29E74F819150CC32

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  46. Any _DATABINDING_READ_DATA_BOOL ( Any p0 )  //0x5EEFBD4B6D7CD6EB

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  47. void _0xC81A9E2C8EFD28D5 ( Any p0 )  //0xC81A9E2C8EFD28D5

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  48. BOOL NETWORK_IS_PLAYER_IN_MP_CUTSCENE ( Player player )  //0x63F9EE203C3619F2

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  49. PED

    void EXPLODE_PED_HEAD ( Ped ped, Hash weaponHash )  //0x2D05CED3A38D0F3A

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  50. 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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