# GRAPHICS::_SET_CLOUD_LAYER

- **Hash:** `0xB8C984C0D47F4F07`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetCloudLayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_CLOUD_LAYER

## Signature

```c
void _SET_CLOUD_LAYER(float x, float y, int p2);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetCloudLayer(x, y, p2)

-- always available, by hash
Citizen.InvokeNative(0xB8C984C0D47F4F07, x, y, p2)
```

### JavaScript

```js
SetCloudLayer(x, y, p2);

// by hash
Citizen.invokeNative('0xB8C984C0D47F4F07', x + 0.0000001, y + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0xB8C984C0D47F4F07, x, y, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
