RedM Natives

_INVENTORY_SET_INVENTORY_ITEM_WEATHER_EFFECTIVENESS

OWE_GOOD_IN_HOT OWE_GOOD_IN_NONE OWE_GOOD_IN_COLD OWE_GOOD_IN_ALL

Hash0x6D2F987736A42D4C
Runtime nameInventorySetInventoryItemWeatherEffectiveness
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _INVENTORY_SET_INVENTORY_ITEM_WEATHER_EFFECTIVENESS(int inventoryId, Any* guid, int weatherEffectiveness);

Parameters

NameTypeDescription
inventoryIdint—
guidAny*—
weatherEffectivenessint—

Returns void

Description

OWE_INVALID = -1,
OWE_GOOD_IN_HOT
OWE_GOOD_IN_NONE
OWE_GOOD_IN_COLD
OWE_GOOD_IN_ALL

Usage

Lua
local guid = InventorySetInventoryItemWeatherEffectiveness(inventoryId, weatherEffectiveness)

-- always works, by hash
local guid = Citizen.InvokeNative(0x6D2F987736A42D4C, inventoryId, Citizen.PointerValueInt(), weatherEffectiveness)
JavaScript and C#
JavaScript
const guid = InventorySetInventoryItemWeatherEffectiveness(inventoryId, weatherEffectiveness);

// by hash
const guid = Citizen.invokeNative('0x6D2F987736A42D4C', inventoryId, Citizen.pointerValueInt(), weatherEffectiveness);
C#
var guid = new OutputArgument();
Function.Call((Hash)0x6D2F987736A42D4C, inventoryId, guid, weatherEffectiveness);
// guid.GetResult<int>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.