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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 _0x0DB41D59E0F1502B ( Any p0 )  //0x0DB41D59E0F1502B

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  2. void _0xC95611869E14F8AF ( Any p0, Any p1, Any p2, Any p3 )  //0xC95611869E14F8AF

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  3. void _0x085C5B61A0114F32 ( Any p0, Any p1 )  //0x085C5B61A0114F32

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  4. int _GET_SCRIPT_TIME_WITHIN_FRAME_IN_MICROSECONDS ()  //0x63219768C586667C

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  5. BOOL _CASHINVENTORY_TRANSACTION_CHECKOUT_STATUS ( int id, int* status )  //0x26C008791D066F37

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  6. Vector3 _0x430F8319AE56C8A9 ( Any p0, Any p1 )  //0x430F8319AE56C8A9

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  7. PED

    int GET_RELATIONSHIP_BETWEEN_GROUPS ( Hash group1, Hash group2 )  //0x9E6B70061662AE5C

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  8. void SET_SWIM_MULTIPLIER_FOR_PLAYER ( Player player, float multiplier )  //0xBFCEABDE34DA5085

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  9. void TASK_WANDER_IN_VOLUME ( Ped ped, Volume volume, float p2, float p3, int p4 )  //0x9FDA168777B28424

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  10. void _HIDE_HORSE_REINS ( Vehicle vehicle )  //0x201B8ED4FF7FE9F5

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  11. void SET_VEHICLE_BODY_HEALTH ( Vehicle vehicle, float value )  //0x55CCAAE4F28C67A0

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  12. BOOL _ENABLE_WEAPON_RESTORE ( Ped ped )  //0xC395355843BE134B

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  13. int SHIFT_RIGHT ( int value, int bitShift )  //0x97EF1E5BCE9DC075

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  14. void STOP_CURRENT_PLAYING_SPEECH ( Ped ped, Any p1 )  //0x79D2F0E66F81D90D

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  15. CAM

    void DISABLE_CAM_COLLISION_FOR_OBJECT ( Entity entity )  //0x7E3F546ACFE6C8D9

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  16. Hash _DATABINDING_ADD_DATA_CONTAINER ( Hash entryId, const char* p1 )  //0xEB4F9A3537EEABCD

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  17. Any _0x09EE00B8F858E0BE ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x09EE00B8F858E0BE

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  18. void _0x1FF8731BE1DFC0C0 ( Any p0, Any p1 )  //0x1FF8731BE1DFC0C0

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  19. int _0xB6F4557060EF0FB4 ( int p0, int p1 )  //0xB6F4557060EF0FB4

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  20. float GET_APPROX_FLOOR_FOR_POINT ( float x, float y )  //0x336511A34F2E5185

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  21. BOOL _0x73EB2EF2E92D23BF ()  //0x73EB2EF2E92D23BF

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  22. void TASK_WANDER_STANDARD ( Ped ped, float p1, int p2 )  //0xBB9CE077274F6A1B

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  23. Hash GET_PED_BACKUP_WEAPON ( Ped ped, BOOL p1 )  //0xC71FE230A513C30F

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  24. int FLOOR ( float value )  //0xF34EE736CF047844

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  25. void STOP_CURRENT_PLAYING_AMBIENT_SPEECH ( Ped ped, Any p1 )  //0xB8BEC0CA6F0EDB0F

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  26. CAM

    void _0x39073DA4EDDBC91D ( Any p0 )  //0x39073DA4EDDBC91D

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  27. Any _DATABINDING_ADD_DATA_BOOL_FROM_PATH ( const char* p0, const char* p1, BOOL p2 )  //0x37BB86A751148A6A

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  28. void _0xE36D2CB540597EF7 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xE36D2CB540597EF7

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  29. BOOL IS_VALID_INTERIOR ( Interior interior )  //0x017C1B3159F79F6C

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  30. float GET_FRAME_TIME ()  //0x5E72022914CE3C38

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  31. BOOL _CASHINVENTORY_TRANSACTION_RESPONSE_GET_ITEM_INFO ( int id, int index, Any* itemInfo )  //0x98412398BBE73F61

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  32. void SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME ( float multiplier )  //0x0B919E1FB47CC4E0

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  33. void SET_PLAYER_FORCED_AIM ( Player player, BOOL toggle, Ped ped, int p3, BOOL p4 )  //0xD5FCC166AEB2FD0F

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  34. BOOL PED_HAS_USE_SCENARIO_TASK ( Ped ped )  //0x295E3CCEC879CCD7

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  35. Hash _GET_PED_WORST_WEAPON ( Ped ped, BOOL p1, BOOL p2, BOOL p3 )  //0xDA37A053C1522F5D

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  36. int CEIL ( float value )  //0x11E019C8F43ACC8A

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  37. BOOL IS_AMBIENT_SPEECH_PLAYING ( Ped ped )  //0x9072C8B49907BFAD

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  38. CAM

    void _0x70A6658D476C6187 ()  //0x70A6658D476C6187

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  39. Any _DATABINDING_ADD_DATA_BOOL_BY_HASH ( Any p0, Hash p1, BOOL p2 )  //0xBC95D3AE2ECA70D6

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  40. BOOL WOULD_ENTITY_BE_OCCLUDED ( Hash entityModelHash, float x, float y, float z, BOOL p4 )  //0x3546FAB293FF2981

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  41. Any _0xD95F04A4E73BE85E ( Any p0, Any p1 )  //0xD95F04A4E73BE85E

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  42. void GET_INTERIOR_LOCATION_AND_NAMEHASH ( Interior interior, Vector3* position, Hash* nameHash )  //0x8451E87D3C2B0286

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  43. LAW

    BOOL _0x0F230DE0DDBE3649 ( Player player )  //0x0F230DE0DDBE3649

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  44. float _GET_BENCHMARK_TIME ()  //0x3F3172FEAE3AFE1C

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  45. BOOL _0xCE54C9ABE6FBC6DB ( Hash p0 )  //0xCE54C9ABE6FBC6DB

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  46. PED

    void SET_PED_CAN_PLAY_GESTURE_ANIMS ( Any p0, Any p1, Any p2 )  //0xBAF20C5432058024

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  47. void _0x310CE349E0C0EC4B ( Player player, Ped ped, int p2 )  //0x310CE349E0C0EC4B

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  48. void TASK_PLANT_BOMB ( Ped ped, float x, float y, float z, float heading )  //0x965FEC691D55E9BF

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  49. BOOL _PED_IS_IN_SCENARIO_BASE ( Ped ped )  //0x02EBBB3989B7E695

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  50. void _0x012701ED938B85DE ( float p0, float p1 )  //0x012701ED938B85DE

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