# INVENTORY::_INVENTORY_SET_INVENTORY_ITEM_WEATHER_EFFECTIVENESS

- **Hash:** `0x6D2F987736A42D4C`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventorySetInventoryItemWeatherEffectiveness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_WEATHER_EFFECTIVENESS

## Signature

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

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `weatherEffectiveness` (`int`)

## Returns

`void`

## Description

OWE_INVALID = -1,
OWE_GOOD_IN_HOT
OWE_GOOD_IN_NONE
OWE_GOOD_IN_COLD
OWE_GOOD_IN_ALL

## Usage

### Lua

```lua
local guid = InventorySetInventoryItemWeatherEffectiveness(inventoryId, weatherEffectiveness)

-- always available, by hash
local guid = Citizen.InvokeNative(0x6D2F987736A42D4C, inventoryId, Citizen.PointerValueInt(), weatherEffectiveness)
```

### JavaScript

```js
const guid = InventorySetInventoryItemWeatherEffectiveness(inventoryId, weatherEffectiveness);

// by hash
const guid = Citizen.invokeNative('0x6D2F987736A42D4C', inventoryId, Citizen.pointerValueInt(), weatherEffectiveness);
```

### C#

```csharp
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.*
