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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_IS_TARGET_PRIORITY ( Entity entity, BOOL p1, float p2 )  //0x0A5D170C44CB2189

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  2. BOOL _CREATE_SWATCH_TEXTURE_DICT ( int slots )  //0x3D084D5568FB4028

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  3. MAP

    void REMOVE_BLIP ( Blip* blip )  //0xF2C3C9DA47AAA54A

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  4. int GET_STATE_OF_RAYFIRE_MAP_OBJECT ( Object object )  //0x899BA936634A322E

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  5. void START_ROPE_UNWINDING_FRONT ( int ropeId )  //0x538D1179EC1AA9A9

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  6. float _GET_PLAYER_WEAPON_DAMAGE ( Player player, Hash weaponHash )  //0xFE0304050261442C

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  7. void TASK_PATROL ( Ped ped, const char* patrolRoute, Any p2, BOOL p3, BOOL p4 )  //0xBDA5DF49D080FE4E

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  8. BOOL _GET_CAN_TWIRL_WEAPON ( Hash weaponHash )  //0x6554ECCE226F2A2A

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  9. float _GET_ANIM_SCENE_DURATION ( AnimScene animScene )  //0x49F1D143ADE32656

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  10. void SET_PED_INTERIOR_WALLA_DENSITY ( float p0, float p1 )  //0x8BF907833BE275DE

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  11. CAM

    Any _0x6DFD37E586D4F44F ()  //0x6DFD37E586D4F44F

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  12. const char* DATAFILE_GET_FILE_DICT ( int index )  //0xBBD8CF823CAE557C

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  13. MAP

    BOOL DOES_BLIP_EXIST ( Blip blip )  //0xCD82FA174080B3B1

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  14. BOOL DOES_RAYFIRE_MAP_OBJECT_EXIST ( Object object )  //0x52AF537A0C5B8AAD

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  15. PED

    void CLEAR_PED_NON_CREATION_AREA ()  //0x2E05208086BA0651

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  16. void STOP_ROPE_UNWINDING_FRONT ( int ropeId )  //0xFFF3A50779EFBBB3

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  17. void _0x5C2E5E3CAEEB1F58 ( Any p0, Any p1, Any p2 )  //0x5C2E5E3CAEEB1F58

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  18. BOOL IS_PED_SCENARIO_REACT_LOOKING ( Ped ped, BOOL p1 )  //0x916B8E075ABC8B4E

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  19. void _TASK_PATROL_2 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x964B06C88E4C86DB

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  20. Any _0x2045429505158D1A ( Any p0 )  //0x2045429505158D1A

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  21. Hash _GET_DEFAULT_PED_WEAPON_COLLECTION ( Hash pedModel )  //0xD42514C182121C23

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  22. void SET_ANIM_SCENE_ENTITY ( AnimScene animScene, const char* entityName, Entity entity, int flags )  //0x8B720AD451CA2AB3

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  23. void FORCE_PED_PANIC_WALLA ()  //0x062D5EAD4DA2FA6A

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  24. CAM

    Any _0x80D7A3E39B120BC4 ()  //0x80D7A3E39B120BC4

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  25. BOOL DATADICT_IS_DICT_VALID ( Any p0 )  //0x4607D57C5F7D332A

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  26. void _SET_ENTITY_THREAT_TIER ( Entity entity, int tier, BOOL p2 )  //0x4B436BAC8CBE9B07

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  27. MAP

    BOOL _DOES_ENTITY_HAVE_BLIP ( Entity entity )  //0x9FA00E2FC134A9D0

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  28. const char* VAR_STRING ( int flags, const char* textTemplate, ...  )  //0xFA925AC00EB830B9

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  29. float GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE ( Object object )  //0x260EE4FDBDF4DB01

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  30. void _0x00F611A794A3C36E ( Any p0 )  //0x00F611A794A3C36E

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  31. void _SET_PLAYER_WEAPON_GROUP_DAMAGE_MODIFIER ( Player player, Hash weaponGroup, float modifier )  //0xFC79DCC94D0A5897

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  32. int GET_ACTIVE_VEHICLE_MISSION_TYPE ( Vehicle vehicle )  //0x534AEBA6E5ED4CAB

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  33. void TASK_STAY_IN_COVER ( Ped ped )  //0xE5DA8615A6180789

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  34. void SET_RANDOM_BOATS ( BOOL toggle )  //0xF44D446D4E36DB87

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  35. void _0x13EB275BF81636D1 ( Any p0, Any p1 )  //0x13EB275BF81636D1

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  36. void _GIVE_WEAPON_COLLECTION_TO_PED ( Ped ped, Hash weaponCollection )  //0x899A04AFCC725D04

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  37. void REMOVE_ANIM_SCENE_ENTITY ( AnimScene animScene, const char* entityName, Entity entity )  //0x2BF96692C67F3E53

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  38. void _0x138ADB94F8B90616 ()  //0x138ADB94F8B90616

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  39. CAM

    void _0x63E5841A9264D016 ( Any p0 )  //0x63E5841A9264D016

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  40. BOOL DATADICT_IS_ARRAY_VALID ( Any p0 )  //0xB04B69CF277D15C0

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  41. void _GENERATE_SWATCH_TEXTURE ( int slotId, Hash componentHash, int metapedType, BOOL p3 )  //0x160921255327C591

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  42. BOOL _NETWORK_SESSION_SET_PLAYER_FLAGS ( int flags )  //0x0AE241A4A9ADEEEC

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  43. void _0x10DAA76CB8A201A1 ( Any p0 )  //0x10DAA76CB8A201A1

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  44. void _SET_PLAYER_WEAPON_GROUP_AS_INSTANT_KILL ( Player player, Hash weaponGroup, BOOL toggle )  //0x59F0AFF3E0A1B019

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  45. void _SET_ALL_PLAYER_BITS ( Any* value )  //0x20F4CB76689ACDBC

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  46. void TASK_LEAVE_ANY_VEHICLE ( Ped ped, int p1, int taskFlag )  //0x504D54DF3F6F2247

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  47. void TASK_VEHICLE_SHOOT_AT_PED ( Ped ped, Ped target, float p2 )  //0x10AB107B887214D8

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  48. BOOL _0xCCF71FCFA0070B1A ()  //0xCCF71FCFA0070B1A

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  49. BOOL _0xF252A85B8F3F8C58 ( Hash weaponCollection, Hash dualwieldVariant )  //0xF252A85B8F3F8C58

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  50. BOOL IS_ENTITY_EXITING_ANIM_SCENE_THIS_FRAME ( AnimScene animScene, const char* entityName )  //0x005E6F28DD7ED58D

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