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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. HUD

    void _UI_PROMPT_DISABLE_PROMPT_TYPE_THIS_FRAME ( int p0 )  //0xFC094EF26DD153FA

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  2. Hash _GET_RANDOM_WEATHER_TYPE ()  //0x1359C181BC625503

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  3. void _0xE824CE7D13FCB300 ( Any p0, Any p1 )  //0xE824CE7D13FCB300

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  4. Any GET_CLOSEST_ROAD ( float x, float y, BOOL p10, float z, float p3, int p4, Vector3* p5, Vector3* p6, Any* p7, Any* p8 )  //0x132F52BBA570FE92

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  5. PED

    BOOL IS_PED_FLEEING ( Ped ped )  //0xBBCCE00B381F8482

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  6. PED

    void SET_PED_WETNESS_ENABLED_THIS_FRAME ( Ped ped )  //0xB5485E4907B53019

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  7. PED

    Ped _GET_LASSOED_LASSOER ( Ped ped )  //0x0C31C51168E80365

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  8. Ped PLAYER_PED_ID ()  //0x096275889B8E0EE0

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  9. void _MODIFY_PLAYER_DISCOVERED_CHARACTER_NAME_MP_SET_UNDISCOVERED ( Hash discoveryHash )  //0xFB0E622B401884D3

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  10. BOOL _0xB4411D4D6B81438E ( const char* p0, int* p1 )  //0xB4411D4D6B81438E

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  11. void _SET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity, BOOL open )  //0x188F8071F244B9B8

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  12. void _0x09C970AE59ABF6B2 ( Vehicle vehicle, BOOL p1 )  //0x09C970AE59ABF6B2

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  13. void _SET_PED_INFINITE_AMMO_CLIP ( Ped ped, BOOL toggle )  //0xFBAA1E06B6BCA741

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  14. Any _0x580D71DFE0088E34 ( Any p0, Any p1 )  //0x580D71DFE0088E34

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  15. CAM

    BOOL HAS_LETTER_BOX ()  //0x81DCFD13CF39920E

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  16. void _0xCA0BAC376C541978 ( const char* p0 )  //0xCA0BAC376C541978

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  17. BOOL IS_EXPLOSION_IN_SPHERE ( int explosionType, float x, float y, float z, float radius )  //0xD62DD846D82CBB90

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  18. void SET_RANDOM_WEATHER_TYPE ( BOOL p0, BOOL p1 )  //0x6E5A7FBEECAB3C72

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  19. Any MISSIONDATA_IS_REQUIRED_STORY_MISSION ( Any p0 )  //0xE824CE7D13FCB35E

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  20. BOOL ARE_NODES_LOADED_FOR_AREA ( float x1, float y1, float x2, float y2 )  //0xF7B79A50B905A30D

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  21. PED

    BOOL IS_PED_IN_COVER ( Ped ped, BOOL p1, BOOL p2 )  //0x60DFD0691A170B88

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  22. int NETWORK_PLAYER_ID_TO_INT ()  //0x8A9386F0749A17FA

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  23. void _0xDC68829BB3F37023 ( Player player, BOOL showingInfoCard )  //0xDC68829BB3F37023

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  24. BOOL _0x060BBAD634C2B44B ( const char* p0, float* p1 )  //0x060BBAD634C2B44B

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  25. Any _0xA9E7672F8C6C6F74 ( Any p0 )  //0xA9E7672F8C6C6F74

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  26. Vehicle _CREATE_DRAFT_VEHICLE ( Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostVeh, BOOL bDontAutoCreateDraftAnimals, Hash draftAnimalPopGroup, BOOL p9 )  //0x214651FB1DFEBA89

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  27. void LOCK_DOORS_WHEN_NO_LONGER_NEEDED ( Vehicle vehicle )  //0x1EF36558FBDE2DAA

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  28. int GET_AMMO_IN_PED_WEAPON ( Ped ped, Hash weaponHash )  //0x015A522136D7F951

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  29. BOOL _IS_SCRIPTED_AUDIO_CUSTOM ( Hash item, Hash soundSet )  //0x6DF942C4179BE5AB

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  30. BOOL _0x3A66F1963B223F61 ( const char* p0 )  //0x3A66F1963B223F61

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  31. BOOL IS_EXPLOSION_IN_ANGLED_AREA ( int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float angle )  //0x5AE661ECD18524C9

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  32. HUD

    void _UI_PROMPT_SET_FAVOURED_PED_FOR_CONFLICT_RESOLUTION ( Ped ped )  //0x530A428705BE5DEF

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  33. LAW

    BOOL _ARE_WITNESSES_PENDING ( Player player )  //0x0BB6DE7D23C60626

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  34. void CLEAR_WEATHER_TYPE_PERSIST ()  //0xD85DFE5C131E4AE9

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  35. void _0xE4E2C581F127A11C ( Any p0, Any p1 )  //0xE4E2C581F127A11C

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  36. void _NETWORK_SET_VEHICLE_WHEELS_DESTRUCTIBLE ( Entity entity, BOOL p1 )  //0x0C8BC052AE87D744

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  37. BOOL REQUEST_PATHS_PREFER_ACCURATE_BOUNDINGSTRUCT ( float x1, float y1, float x2, float y2 )  //0x07FB139B592FA687

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  38. BOOL HAS_FORCE_CLEANUP_OCCURRED ( int cleanupFlags )  //0xC11469DCA6FC3BB5

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  39. void _0x4DBC4873707E8FD6 ( Any p0, Any p1, Any p2, Any p3 )  //0x4DBC4873707E8FD6

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  40. BOOL _0x9F6DCD0C939C71E9 ( const char* p0, char* p1 )  //0x9F6DCD0C939C71E9

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  41. void TASK_GO_TO_ENTITY ( Ped ped, Entity target, int duration, float distance, float speed, float p5, int p6 )  //0x6A071245EB0D1882

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  42. Any _0x0A98A362C5A19A43 ( Any p0 )  //0x0A98A362C5A19A43

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  43. Vehicle GET_LAST_DRIVEN_VEHICLE ()  //0xA94F3E0AB9695E19

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  44. int GET_MAX_AMMO_IN_CLIP ( Ped ped, Hash weaponHash, BOOL p2 )  //0xA38DCFFCEA8962FA

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  45. void _0x9821B68CD3E05F2B ( Any p0, Any p1, Any p2, Any p3 )  //0x9821B68CD3E05F2B

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  46. BOOL _0x7C680FF55617F82F ()  //0x7C680FF55617F82F

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  47. BOOL _IS_EXPLOSION_IN_VOLUME ( int explosionType, Volume volume )  //0xE24822A4CFC9107A

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  48. HUD
    • 0
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  49. int MISSIONDATA_GET_REPLAY_STATE ( Any p0 )  //0x8C32D86E9556ED86

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  50. BOOL GET_RANDOM_VEHICLE_NODE ( float x, float y, float z, float radius, BOOL p4, BOOL p5, BOOL p6, Vector3* outPosition, int* nodeId )  //0x93E0DB8440B73A7D

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