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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. Any _0x0358B8A41916C613 ( Any p0, Any p1, Any p2, Any p3 )  //0x0358B8A41916C613

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  2. int _NETWORK_GET_NUM_UNACKED_FOR_PLAYER ( Player player )  //0xFF8FCF9FFC458A1C

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  3. int GET_NTH_CLOSEST_VEHICLE_NODE_ID ( float x, float y, float z, int nth, int nodetype, float p5, float p6 )  //0x116443008E5CEFC3

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  4. PED

    BOOL IS_PED_IN_COMBAT ( Ped ped, Ped target )  //0x4859F1FC66A6278E

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  5. void _SET_BOUNTY_TARGET ( Player player, Player target )  //0x6ADF821FBF21920E

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  6. Any _0xDA9D7BE231FE865F ( Any p0, Any p1, Any p2 )  //0xDA9D7BE231FE865F

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  7. BOOL SC_PROFANITY_CHECK_STRING ( const char* string, int* token )  //0x9C74AC9D87B3FFF4

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  8. void TASK_MOVE_IN_TRAFFIC_AWAY_FROM_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x13DED0BC45600FE1

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  9. void UNLOCK_SET_VISIBLE ( Hash unlockHash, BOOL toggle )  //0x46B901A8ECDB5A61

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  10. BOOL REMOVE_ROAD_NODE_SPEED_ZONE ( int speedzone )  //0xFE9AB3354ACE6C9C

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  11. void SET_PED_AMMO ( Ped ped, Hash weaponHash, int ammo )  //0x14E56BC5B5DB6A19

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  12. void RELEASE_SOUND_ID ( int soundId )  //0x353FC880830B88FA

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  13. CAM

    BOOL _IS_ANIM_SCENE_CAM_ACTIVE ()  //0x20389408F0E93B9A

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  14. void COMPENDIUM_GANG_MEMBER_KILLED ( Any p0 )  //0x725D52F21A5E9E07

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  15. HUD

    void _UI_PROMPT_CONTEXT_SET_SIZE ( Prompt prompt, float size )  //0x0C718001B77CA468

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  16. Hash _GET_PREV_WEATHER_TYPE_HASH_NAME ()  //0x4BEB42AEBCA732E9

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  17. BOOL GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING ( float x, float y, float z, int nthClosest, Vector3* outPosition, float* heading, Any* unknown1, int unknown2, float unknown3, float unknown4 )  //0x591B40D4390DB54A

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  18. PED

    BOOL CAN_PED_IN_COMBAT_SEE_TARGET ( Ped ped, Ped target )  //0xEAD42DE3610D0721

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  19. void _CLEAR_BOUNTY_TARGET ( Player player )  //0x8F2A81C09DA9124A

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  20. BOOL SC_PROFANITY_GET_CHECK_IS_VALID ( int token )  //0x08C8052AF40C4247

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  21. int GET_SCENARIO_POINTS_IN_AREA ( float posX, float posY, float posZ, float radius, Any* scenariosInRadius, int size )  //0x345EC3B7EBDE1CB5

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  22. void TASK_HOGTIE_TARGET_PED ( Ped ped, Ped targetPed )  //0x27829AFD3E03AC1A

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  23. BOOL _UNLOCK_IS_NEW ( Hash unlockHash )  //0x644166BA7AA49DEA

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  24. void _0x8A779706DA5CA3DD ( Any p0, Any p1, Any p2 )  //0x8A779706DA5CA3DD

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  25. void PLAY_SOUND ( const char* audioName, const char* audioRef, BOOL p2, Any p3, BOOL p4, Any p5 )  //0x7FF4944CC209192D

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  26. CAM

    BOOL IS_SCREEN_FADED_OUT ()  //0xF5472C80DF2FF847

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  27. void COMPENDIUM_GANG_HIDEOUT_FOUND ( Any p0, Any p1 )  //0x725D52F21A5E9E08

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  28. int GET_ENTITY_POPULATION_TYPE ( Entity entity )  //0xADE28862B6D7B85B

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  29. void ADD_OWNED_EXPLOSION ( Ped ped, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake )  //0xD84A917A64D4D016

    • 0
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  30. Hash _GET_NEXT_WEATHER_TYPE_HASH_NAME ()  //0x51021D36F62AAA83

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  31. BOOL MISSIONDATA_IS_VALID ( Any p0 )  //0xE54DC27571D5EDC5

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  32. int _NETWORK_GET_OLDEST_RESEND_COUNT_FOR_PLAYER ( Player player )  //0x52C1EADAF7B10302

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  33. BOOL GET_NTH_CLOSEST_VEHICLE_NODE_ID_WITH_HEADING ( float x, float y, float z, int nthClosest, Vector3* outPosition, float outHeading, Any p6, float p7, float p8 )  //0x4114EAA8A7F7766D

    • 0
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  34. PED

    BOOL IS_PED_JACKING ( Ped ped )  //0x4AE4FF911DFB61DA

    • 0
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  35. Any _0x0772F87D7B07719A ( Any p0, Any p1, Any p2 )  //0x0772F87D7B07719A

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  36. BOOL SC_PROFANITY_GET_CHECK_IS_PENDING ( int token )  //0x3A10BCD0C8AA0B82

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  37. void _UNLOCK_SET_NEW ( Hash unlockHash, BOOL toggle )  //0xA6D79C7AEF870A99

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  38. void _0x9409C62504A8F9E9 ( Any p0, Any p1 )  //0x9409C62504A8F9E9

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  39. void PLAY_SOUND_FRONTEND ( const char* audioName, const char* audioRef, BOOL p2, Any p3 )  //0x67C540AA08E4A6F5

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  40. CAM

    BOOL IS_SCREEN_FADED_IN ()  //0x37F9A426FBCF4AF2

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  41. void COMPENDIUM_HERB_PICKED ( Hash herbType, float x, float y, float z )  //0x725D52F21A5E9E09

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  42. void _0xB7DF150605EEDC9B ( Entity entity, int p1, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake )  //0xB7DF150605EEDC9B

    • 0
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  43. LAW

    Any _0x018F30D762E62DF8 ( Ped ped, Any* p1 )  //0x018F30D762E62DF8

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  44. void _0x0730E518486DEEC3 ( Any p0 )  //0x0730E518486DEEC3

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  45. Any MISSIONDATA_GET_TEXTURE_NAME ( Any p0 )  //0x57E798B56C45EE15

    • 0
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  46. BOOL GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION ( float x, float y, Any p10, Any p11, float z, float desiredX, float desiredY, float desiredZ, int nthClosest, Vector3* outPosition )  //0x2FAC235A6062F14A

    • 0
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  47. PED

    BOOL IS_PED_BEING_JACKED ( Ped ped )  //0x9A497FE2DF198913

    • 0
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  48. PED

    Any _0x095C2277FED731DB ( Any p0 )  //0x095C2277FED731DB

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  49. Player GET_PLAYER_INDEX ()  //0x47E385B0D957C8D4

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  50. void _0xCDDD4B74660E2335 ( Any p0, Any p1, Any p2 )  //0xCDDD4B74660E2335

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