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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. MAP

    void _0x44813684F72B563C ( Entity entity, Any p1 )  //0x44813684F72B563C

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  2. int NETWORK_GET_SCRIPT_STATUS ()  //0x57D158647A6BFABF

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  3. PED

    Any _0x0105FEE8F9091255 ( Any p0, Any p1 )  //0x0105FEE8F9091255

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  4. BOOL _GET_PLAYER_UI_PROMPT_IS_DISABLED ( Player player, int promptType, int promptMode )  //0x6614F9039BD31931

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  5. void _UNREGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY ( Player player, Entity entity, Any p2 )  //0x9A957912CE2EABD1

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  6. void TASK_SHOOT_AT_ENTITY ( Entity entity, Entity targetEntity, int duration, Hash firingPattern, BOOL affectCockedState )  //0x08DA95E8298AE772

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  7. Any _0x09034479E6E3E269 ( Vehicle train, Hash* trainTrack, int* junctionIndex )  //0x09034479E6E3E269

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  8. Any _0xEC97101A8F311282 ( Any p0 )  //0xEC97101A8F311282

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  9. void _0xE12D7B4B959644CD ()  //0xE12D7B4B959644CD

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  10. BOOL _BOUNTY_REQUEST_COMPLETE_LEGENDARY_MISSION ( Any* outRpcGuid, Any* p1 )  //0xA7309AC0DCF6D950

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  11. void _PAUSE_CLOCK_THIS_FRAME ( BOOL toggle )  //0x568D998A9FF96774

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  12. Any _0xA8D970D8A72640A6 ()  //0xA8D970D8A72640A6

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  13. BOOL FIND_ANIM_EVENT_PHASE ( const char* animDictionary, const char* animName, const char* p2, Any* p3, Any* p4 )  //0x42718CC559BD7776

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  14. Any _0x7A35A72A692BE9DB ( Any p0 )  //0x7A35A72A692BE9DB

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  15. MAP

    void _0x97F6F158CC5B5CA2 ( Entity entity, Any p1 )  //0x97F6F158CC5B5CA2

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  16. void _SET_OBJECT_BURN_LEVEL ( Object object, float burnLevel, BOOL affectAsh )  //0x2797C633DCDBBAC5

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  17. void _MODIFY_PLAYER_UI_PROMPT_FOR_PED ( Player player, Ped ped, int promptType, int promptMode, BOOL enabled )  //0xA3DB37EDF9A74635

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  18. void _0xE5D3EB37ABC1EB03 ( Any p0 )  //0xE5D3EB37ABC1EB03

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  19. void TASK_SHOOT_WITH_WEAPON ( Ped ped, Any* args )  //0x08AA95E8298AE772

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  20. Hash _GET_CURRENT_PED_WEAPON_AMMO_TYPE ( Ped ped, Object weaponObject )  //0x7E7B19A4355FEE13

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  21. void _0xC1193521E3B9FADD ( Entity entity, BOOL p1 )  //0xC1193521E3B9FADD

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  22. Any _0xC1F04FB37E3F0E57 ( Any p0, Any p1 )  //0xC1F04FB37E3F0E57

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  23. void ADVANCE_CLOCK_TIME_TO ( int hour, int minute, int second )  //0x0184750AE88D0B1D

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  24. const char* _GET_GAME_BUILD_STRING ()  //0x05A5F662AD35C573

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  25. void FORCE_ENTITY_AI_AND_ANIMATION_UPDATE ( Entity entity, BOOL p1 )  //0x4C9E96473D4F1A88

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  26. void _0x4D14AF567FC02885 ( Any p0, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x4D14AF567FC02885

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  27. Any _0x3A0B667ABFF87F6E ( Any p0, Any p1, Any p2 )  //0x3A0B667ABFF87F6E

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  28. MAP

    void _0xBB68D4D3CA3DE402 ( Any p0, Any p1 )  //0xBB68D4D3CA3DE402

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  29. BOOL _IS_EAGLE_EYE_REGISTERED_FOR_ENTITY ( Player player, Entity entity )  //0x0E6846476906C9DD

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  30. void _0x2416EC2F31F75266 ( Entity entity, Entity targetEntity, int duration, Any p3, Any p4 )  //0x2416EC2F31F75266

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  31. void WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING ( Any p0 )  //0x47EFA040EBB8E2EA

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  32. Any _0x18D6869FBFFEC0F8 ( Any p0, Any p1, Any p2, Any p3 )  //0x18D6869FBFFEC0F8

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  33. BOOL _SET_VOLUME_COORDS ( Volume volume, float posX, float posY, float posZ )  //0x541B8576615C33DE

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  34. Hash _GET_CURRENT_AMMO_TYPE_FROM_GUID ( Ped ped, Any* weaponGuid )  //0xAF9D167A5656D6A6

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  35. void _BOUNTY_CANCEL_LEGENDARY_MISSION ()  //0x2BA1BCC99826CDA2

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  36. void ADD_TO_CLOCK_TIME ( int hours, int minutes, int seconds )  //0xAB7C251C7701D336

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  37. void _0x4FB67D172C4476F3 ( Entity entity, const char* p1, const char* p2, float p3 )  //0x4FB67D172C4476F3

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  38. Any _ITEMDATABASE_IS_SHOP_KEY_VALID ( Any p0 )  //0x00B9507D8E1D8716

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  39. MAP

    Any _0x3CB8859F04763C78 ( Any p0, Any p1 )  //0x3CB8859F04763C78

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  40. int _GET_REAL_GAME_TIMER_IN_SECONDS ()  //0x2E036F0480B8BF02

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  41. PED

    BOOL _0x101B45C5F56D970F ( Any* p0, Ped ped, int damageCleanliness, int p3 )  //0x101B45C5F56D970F

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  42. PED

    void _APPLY_TEXTURE_ON_PED ( Ped ped, Hash componentHash, int textureId )  //0x0B46E25761519058

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  43. void _0x93624B36E8851B42 ( Player player )  //0x93624B36E8851B42

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  44. Any _0x6852288340B43239 ( Any p0, Any p1 )  //0x6852288340B43239

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  45. Vector3 _GET_VOLUME_ROTATION ( Volume volume )  //0x18675BC914891122

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  46. BOOL _IS_AMMO_TYPE_VALID_FOR_WEAPON ( Hash weaponHash, Hash ammoHash )  //0xC570B881754DF609

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  47. BOOL BOUNTY_GET_WANTED_POSTER_SLOT ( Hash p0, Hash p1, Any* p2 )  //0xB395A44A0C7CA615

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  48. int GET_CLOCK_HOURS ()  //0xC82CF208C2B19199

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  49. void SET_PARTICLE_FX_AMBIENT_COLOUR ( Entity entity, const char* p1, float r, float g, float b )  //0x3C61B52B00848C26

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  50. Any _ITEMDATABASE_GET_SHOP_INVENTORIES_ITEMS_COUNT ( Any p0 )  //0xC568B1A0F17C7025

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