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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 _0xBF4DC1784BE94DFA ( Ped ped, BOOL p1, Hash hash )  //0xBF4DC1784BE94DFA

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  2. void DATADICT_SET_INT ( Any* objectData, const char* key, int value )  //0x26FDF5E99AA2F3E9

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  3. void _0x2D40BCBFE9305DEA ( Any p0, Any p1 )  //0x2D40BCBFE9305DEA

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  4. MAP

    void _0xDEEDE7C41742E011 ( Any p0 )  //0xDEEDE7C41742E011

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  5. PED

    Any _0x12EB4E31F092C9B3 ( Any p0 )  //0x12EB4E31F092C9B3

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  6. void _0x461FCBDEB4D06717 ( int ropeId, BOOL p1 )  //0x461FCBDEB4D06717

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  7. void _SET_PLAYER_TRAMPLE_DAMAGE_MODIFIER ( Player player, float modifier )  //0xAF341032E97FB061

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  8. void TASK_VEHICLE_AIM_AT_PED ( Ped ped, Ped target )  //0xE41885592B08B097

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  9. void _TELEMETRY_START_GUN_LOCKER_INTERACTION ()  //0xF0D54E0651DD7E07

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  10. Hash _0x9EEFD670F10656D7 ( Hash weaponCollection, Hash weaponGroup )  //0x9EEFD670F10656D7

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  11. BOOL COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME ( AnimScene animScene, const char* entityName, Any p2, Any p3 )  //0x73616E64696C616E

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  12. void SET_AUDIO_FLAG ( const char* flagName, BOOL toggle )  //0xB9EFD5C25018725A

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  13. CAM

    void _0x16E9ABDD34DDD931 ()  //0x16E9ABDD34DDD931

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  14. BOOL DATADICT_GET_BOOL ( Any* objectData, const char* key )  //0x175E915A486EE548

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  15. MAP

    BOOL _IS_BLIP_ATTACHED_TO_ANY_ENTITY ( Blip blip )  //0xE9F676788F8D5E1E

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  16. int GET_BITS_IN_RANGE ( int var, int rangeStart, int rangeEnd )  //0x68E1352AF48F905D

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  17. Object CREATE_AMBIENT_PICKUP ( Hash pickupHash, float x, float p10, float y, float z, int flags, int value, Hash modelHash, BOOL p7, BOOL p8 )  //0x673966A0C0FD7171

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  18. PED

    BOOL GET_PED_IS_GRAPPLING ( Ped ped )  //0x0E99E3BF11BB6367

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  19. void _0x423C6B1F3786D28B ( Any p0, Any p1 )  //0x423C6B1F3786D28B

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  20. void _SET_PLAYER_LASSO_DAMAGE_PER_SECOND ( Player player, float damage )  //0x43F50A7CD2482156

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  21. void TASK_USE_RANDOM_SCENARIO_IN_GROUP ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x14747F4A5971DE4E

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  22. void TASK_VEHICLE_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, float p4 )  //0x5190796ED39C9B6D

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  23. Any _0xF2F585411E748B9C ( Any p0, Any p1 )  //0xF2F585411E748B9C

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  24. BOOL HAS_ENTITY_EXITED_ANIM_SCENE ( AnimScene animScene, char* p1 )  //0xB89FCFF19DAFFF28

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  25. void _0x6DA15746D5CC1A92 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x6DA15746D5CC1A92

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  26. CAM

    BOOL IS_DEATH_FAIL_CAMERA_RUNNING ()  //0x139EFB0A71DD9011

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  27. int DATADICT_GET_INT ( Any* objectData, const char* key )  //0x9D896A3B87D96E2B

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  28. void SET_ENTITY_LOAD_COLLISION_FLAG ( Entity entity, BOOL toggle )  //0x9B9EE31AED48072E

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  29. void CASCADE_SHADOWS_SET_SHADOW_SAMPLE_TYPE ( const char* type )  //0xCE4774E0F9AD48D1

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  30. HUD

    void SET_TEXT_DROPSHADOW ( int distance, int r, int g, int b, int a )  //0x1BE39DBAA7263CA5

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  31. MAP

    BOOL IS_BLIP_ON_MINIMAP ( Blip blip )  //0x46534526B9CD2D17

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  32. void SET_GAME_PAUSED ( BOOL toggle )  //0xFAEC088D28B1DE4A

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  33. Object CREATE_PORTABLE_PICKUP ( Hash pickupHash, float x, float y, float z, BOOL placeOnGround, Hash modelHash )  //0x2EAF1FDB2FB55698

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  34. void _0x76BAD9D538BCA1AA ( int ropeId, float p1 )  //0x76BAD9D538BCA1AA

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  35. void _SET_PLAYER_TOTAL_ACCURACY_MODIFIER ( Player player, float accuracy )  //0x967FF5BC0CFE6D26

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  36. void TASK_AIM_GUN_AT_ENTITY ( Ped ped, Entity targetEntity, int duration, BOOL p3, int p4 )  //0x9B53BB6E8943AF53

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  37. void _TELEMETRY_GUN_LOCKER_WEAPON_STORED ( Hash p0 )  //0xC3ADF4880784FA9C

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  38. Vector3 GET_POSITION_OF_VEHICLE_RECORDING_AT_TIME ( int recording, float time, const char* script )  //0x1A00961A1BE94E5E

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  39. int GET_WEAPON_CLIP_SIZE ( Hash weaponHash )  //0xD3750CCC00635FC2

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  40. BOOL _HAS_ENTITY_ENTERED_ANIM_SCENE ( AnimScene animScene, const char* entityName )  //0x337F1CC8EE895601

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  41. void _0x078F77FD1A43EAB3 ( Any p0, Any p1 )  //0x078F77FD1A43EAB3

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  42. CAM

    Any _0x7CE9DC58E3E4755F ()  //0x7CE9DC58E3E4755F

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  43. float DATADICT_GET_FLOAT ( Any* objectData, const char* key )  //0x814643ECA258ADF5

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  44. void CASCADE_SHADOWS_CLEAR_SHADOW_SAMPLE_TYPE ()  //0xF7C29D7C12C36F03

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  45. MAP

    Any FORCE_SONAR_BLIPS_THIS_FRAME ()  //0xEE1C7BA69BB74B08

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  46. void ATTACH_PORTABLE_PICKUP_TO_PED ( Object pickupObject, Ped ped )  //0x8DC39368BDD57755

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  47. void _0xB40EA9E0D2E2F7F3 ( int ropeId, float p1 )  //0xB40EA9E0D2E2F7F3

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  48. void _SET_PLAYER_LOCAL_ACCURACY_FLOOR_MODIFIER ( Player player, float accuracy )  //0x4EA69188FBCE6A7D

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  49. void TASK_TURN_PED_TO_FACE_ENTITY ( Ped ped, Entity targetEntity, int duration, float p3, float p4, float p5 )  //0x5AD23D40115353AC

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  50. void TASK_VEHICLE_AIM_AT_COORD ( Ped ped, float x, float y, float z )  //0x447C1E9EF844BC0F

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