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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 SET_ENTITY_COLLISION ( Entity entity, BOOL toggle, BOOL keepPhysics )  //0xF66F820909453B8C

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  2. Any _0x27219300C36A8D40 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x27219300C36A8D40

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  3. BOOL _INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED ( int inventoryId, Any* p1, BOOL enabled )  //0x227522FD59DDB7E8

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  4. MAP

    void _TRIGGER_SONAR_BLIP_ON_ENTITY ( Hash typeHash, Entity entity )  //0x0C7A2289A5C4D7C9

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  5. BOOL IS_STRING_NULL_OR_EMPTY_OR_SPACES ( const char* string )  //0x375F5870A7B8BEC1

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

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  7. void _0x83C989D5B5B5B466 ( Any p0, Any p1 )  //0x83C989D5B5B5B466

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  8. BOOL IS_MODEL_A_VEHICLE ( Hash model )  //0x354F62672DE7DB0A

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  9. void CLOSE_SEQUENCE_TASK ( int taskSequenceId )  //0x39E72BC99E6360CB

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  10. Object _GET_WEAPON_OBJECT_FROM_PED ( Ped ped, BOOL p1 )  //0xC6A6789BB405D11C

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  11. void FADE_ANIM_SCENE_AUDIO_IN ( AnimScene animScene, float p1 )  //0xA41351EA2A18A0AD

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  12. void _0xB93A769B8B726950 ( Ped ped, Hash p1 )  //0xB93A769B8B726950

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  13. CAM

    void _FORCE_CINEMATIC_DEATH_CAM_ON_PED ( Ped targetPed )  //0xE3639DB78B3B5400

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  14. void _VIRTUAL_COLLECTION_RESET ( Any p0 )  //0x09D95666ED2B5F60

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  15. void SET_ENTITY_COMPLETELY_DISABLE_COLLISION ( Entity entity, BOOL toggle, BOOL keepPhysics )  //0xE0580EC84813875A

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  16. HUD

    BOOL DOES_TEXT_LABEL_EXIST ( const char* label )  //0x73C258C68D6F55B6

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  17. MAP

    void ALLOW_SONAR_BLIPS ( BOOL toggle )  //0x6E6E64788C07D2E0

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  18. BOOL ARE_STRINGS_EQUAL ( const char* string1, const char* string2 )  //0xD3852F22AB713A1F

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

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  20. Any _0x03B4B759A8990505 ( Any p0 )  //0x03B4B759A8990505

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  21. BOOL _EVENT_QUEUE_IS_EMPTY ( Hash hash )  //0x402B5D7D269FF796

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  22. void TASK_PERFORM_SEQUENCE ( Ped ped, int taskSequenceId )  //0x5ABA3986D90D8A3B

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  23. Any _0x351F74ED6177EBE7 ()  //0x351F74ED6177EBE7

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  24. Object _GET_PED_WEAPON_OBJECT ( Ped ped, BOOL p1 )  //0x6CA484C9A7377E4F

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  25. void FADE_ANIM_SCENE_AUDIO_OUT ( AnimScene animScene, float p1 )  //0x323E3AD772BA5D57

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  26. void _0xE891504B2F0E2DBA ( Any p0, Any p1 )  //0xE891504B2F0E2DBA

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  27. CAM

    void _0x986F7A51EE3E1F92 ( Any p0, Any p1 )  //0x986F7A51EE3E1F92

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  28. Any _VIRTUAL_COLLECTION_EXISTS ( Any p0 )  //0x37963B56755BFB35

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  29. void SET_ENTITY_COORDS ( Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL clearArea )  //0x06843DA7060A026B

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  30. HUD

    const char* _GET_LABEL_TEXT_2 ( const char* label )  //0x3429670F9B9EF2D3

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  31. MAP

    void SET_BLIP_COORDS ( Blip blip, float posX, float posY, float posZ )  //0x4FF674F5E23D49CE

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  32. BOOL _DOES_STRING_EXIST_IN_STRING ( const char* string1, const char* string2 )  //0x9382D5D43D2AA6FF

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  33. void NETWORK_CLEAR_GET_GAMER_STATUS ()  //0x86E0660E4F5C956D

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  34. void _0x6579860A5558524A ( Any p0, Any p1 )  //0x6579860A5558524A

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  35. PED

    void SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME ( float multiplier )  //0x7A556143A1C03898

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

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  37. void _0x67659A8F248E0141 ( Any p0, Any p1 )  //0x67659A8F248E0141

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  38. void _EVENT_QUEUE_POP ( Hash hash )  //0xD87DF294B049211D

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  39. void _GIVE_WEAPON_COMPONENT_TO_ENTITY ( Entity entity, Hash componentHash, Hash weaponHash, BOOL p3 )  //0x74C9090FDD1BB48E

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  40. void BLOCK_ANIM_SCENE_FADING_NEXT_FRAME ( BOOL p0, BOOL p1 )  //0x1B70811D3BF75DB9

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  41. void _0x9EB779765E68C52E ( Any p0, Any p1 )  //0x9EB779765E68C52E

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  42. CAM

    void _0x5B637D6F3B67716A ( Any p0 )  //0x5B637D6F3B67716A

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  43. void DATAFILE_WATCH_REQUEST_ID ( int id )  //0xA5834834CA8FD7FC

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  44. void SET_ENTITY_COORDS_NO_OFFSET ( Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis )  //0x239A3351AC1DA385

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  45. MAP

    Vector3 GET_BLIP_COORDS ( Blip blip )  //0x201C319797BDA603

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  46. void _0x3C3C7B1B5EC08764 ()  //0x3C3C7B1B5EC08764

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

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  48. void _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE ( Player player, float damageDecrease )  //0xB427911EA6DFFEF3

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  49. void _STOP_RECORDING_THIS_FRAME ()  //0xA8C44C13419634F2

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  50. void CLEAR_SEQUENCE_TASK ( int* taskSequenceId )  //0x3841422E9C488D8C

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