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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. BOOL IS_UIAPP_RUNNING_BY_HASH ( Hash appNameHash )  //0x4E511D093A86AD49

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  2. BOOL IS_THIS_MODEL_A_TRAIN ( Hash model )  //0xFC08C8F8C1EDF174

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  3. BOOL _IS_WEAPON_ONE_HANDED ( Hash weaponHash )  //0xD955FEE4B87AFA07

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  4. BOOL _0x1C5D33A4293E6DDE ( AnimScene animScene, const char* phaseName )  //0x1C5D33A4293E6DDE

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  5. void _0x569ABC36E28DDEAA ()  //0x569ABC36E28DDEAA

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  6. CAM

    void _UNLOAD_CAMERA_DATA_DICT ( const char* cameraDictionary )  //0x798BE43C9393632B

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  7. Any _0x4F9E3ED7617123AC ( Any p0 )  //0x4F9E3ED7617123AC

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  8. void SET_ENTITY_ALWAYS_PRERENDER ( Entity entity, BOOL toggle )  //0xACAD101E1FB66689

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  9. BOOL START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE ( const char* effectName, Ped ped, BOOL axisX, BOOL axisY, BOOL axisZ, float offsetX, float offsetY, float offsetZ, float rotX, float rotY )  //0x3FAA72BD940C3AC0

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  10. Any _ITEMDATABASE_GET_HAS_SLOT_INFO ( Any p0, Any p1, Any p2 )  //0x8A9BD0DB7E8376CF

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  11. MAP

    BOOL _FIND_CLOSEST_GPS_POSITION ( float x, float y, float z, Vector3* outPosition )  //0x3FDA2B79AEEE351C

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  12. int ADD_POP_MULTIPLIER_AREA ( float x1, float y1, float z1, float x2, float y2, float z2, float pedDensity, float trafficDensity, BOOL p8, BOOL p9 )  //0x5EBDA1A3B8CB5EF7

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  13. void FORCE_PICKUP_REGENERATE ( Any p0 )  //0x758A5C1B3B1E1990

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  14. PED

    BOOL IS_PED_SWIMMING ( Ped ped )  //0x9DE327631295B4C2

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  15. Ped _GET_PLAYER_PED_2 ( Player player )  //0x5EBE38A20BC51C27

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  16. void _SET_DEADEYE_ABILITY_LOCKED ( Player player, int abilityType, BOOL toggle )  //0x2797B8D66DD0EBB8

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  17. void SET_GAME_PAUSES_FOR_STREAMING ( BOOL toggle )  //0xB3BC8250F4FE8B63

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  18. void TASK_FOLLOW_ENTITY_WHILE_AIMING_AT_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x2D532EAA142CF83F

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  19. BOOL WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT ( const char* waypointRecording, float x, float y, float z, int* point )  //0xB629A298081F876F

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  20. BOOL IS_ANY_UIAPP_RUNNING ()  //0xDB30BEC7A7A5CBD3

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  21. void SET_VEHICLE_CAN_BE_TARGETTED ( Vehicle vehicle, BOOL state )  //0x05254BA0B44ADC16

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  22. BOOL _IS_WEAPON_SILENT ( Hash weaponHash )  //0x5809DBCA0A37C82B

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  23. BOOL _DOES_ANIM_SCENE_PLAY_LIST_EXIST ( AnimScene animScene, const char* playbackListName )  //0xA9016536015DE29D

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  24. void _0x839C9F124BE74D94 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x839C9F124BE74D94

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  25. CAM

    BOOL _IS_CAM_DATA_DICT_LOADED ( const char* p0 )  //0xDD0B7C5AE58F721D

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  26. Any _0xCA56DD6AB7A39F64 ( Any p0 )  //0xCA56DD6AB7A39F64

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  27. void SET_ENTITY_RENDER_SCORCHED ( Entity entity, BOOL toggle )  //0x85B8A7534E44BC23

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  28. BOOL START_PARTICLE_FX_NON_LOOPED_ON_ENTITY ( const char* effectName, Entity entity, BOOL axisY, BOOL axisZ, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ )  //0xFF4C64C513388C12

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  29. HUD

    void SET_MISSION_NAME ( BOOL p0, const char* name )  //0x402669A4BDAA72DA

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  30. Any ITEMDATABASE_FILLOUT_ITEM_BY_NAME ( Any p0, Any p1 )  //0x2A610BEE7D341CC4

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  31. BOOL DOES_POP_MULTIPLIER_AREA_EXIST ( int id )  //0x03BA619C81A646B3

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  32. PED

    BOOL IS_PED_SWIMMING_UNDER_WATER ( Ped ped )  //0xC024869A53992F34

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  33. PED

    BOOL IS_PED_HEADING_TOWARDS_POSITION ( Ped ped, float x, float y, float z, float p4 )  //0xFCF37A457CB96DC0

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  34. void _0x325434C68358D282 ( BOOL toggle )  //0x325434C68358D282

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  35. void _SET_DEADEYE_TAGGING_ENABLED ( Player player, BOOL toggle )  //0x6B5DDFB967E5073D

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  36. int GET_NUMBER_OF_STREAMING_REQUESTS ()  //0x30CCCC4D88E654CA

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  37. void TASK_TURN_PED_TO_FACE_COORD ( Ped ped, float x, float y, float z, int duration )  //0x1DDA930A0AC38571

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  38. void TASK_FOLLOW_WAYPOINT_RECORDING_ADVANCED ( Ped ped, Any p1 )  //0x0CFC13EBC19BCA52

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  39. Volume _CREATE_VOLUME_BY_HASH ( Hash volumeType, float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ )  //0x502022FA1AF9DC86

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  40. Any _0xEA522F991E120D45 ( Any p0 )  //0xEA522F991E120D45

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  41. void SET_ANIM_SCENE_PLAY_LIST ( AnimScene animScene, const char* playlistName, BOOL p2 )  //0x15598CFB25F3DC7E

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  42. void AUDIO_TRIGGER_EXPLOSION ( const char* name, float x, float y, float z )  //0x374F0E716BFCDE82

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  43. CAM

    Any _0xC285FD21294A1C49 ( Any p0 )  //0xC285FD21294A1C49

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  44. Any _0xD97D8D905F1562F2 ( Any p0 )  //0xD97D8D905F1562F2

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  45. Any _0x37B01666BAE8F7EF ( Entity entity )  //0x37B01666BAE8F7EF

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  46. BOOL START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_ENTITY ( const char* effectName, Entity entity, BOOL axisY, BOOL axisZ, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ )  //0xE6CFE43937061143

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  47. HUD

    void SET_MISSION_NAME_FOR_UGC_MISSION ( BOOL p0, const char* name )  //0xD98630CE73C61E98

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  48. BOOL ITEMDATABASE_FILLOUT_ITEM_INFO ( Hash p0, Any* p1 )  //0xFE90ABBCBFDC13B2

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  49. void REMOVE_POP_MULTIPLIER_AREA ( int id, BOOL p1 )  //0x88CB484364EFB37A

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  50. void _SET_LOCAL_PLAYER_CAN_USE_PICKUPS_WITH_THIS_MODEL ( Hash modelHash, BOOL toggle )  //0x88EAEC617CD26926

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