# MISC::GET_CURR_WEATHER_STATE

- **Hash:** `0x0AC679B2342F14F2`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetCurrWeatherState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_CURR_WEATHER_STATE

## Signature

```c
void GET_CURR_WEATHER_STATE(Hash* weatherType1, Hash* weatherType2, float* percentWeather2);
```

## Parameters

- `weatherType1` (`Hash*`)
- `weatherType2` (`Hash*`)
- `percentWeather2` (`float*`)

## Returns

`void`

## Description

Params: percentWeather2: 0f - 0.75f in R* Scripts

Old name: _GET_WEATHER_TYPE_TRANSITION

## Usage

### Lua

```lua
local weatherType1, weatherType2, percentWeather2 = GetCurrWeatherState()

-- always available, by hash
local weatherType1, weatherType2, percentWeather2 = Citizen.InvokeNative(0x0AC679B2342F14F2, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueFloat())
```

### JavaScript

```js
const [weatherType1, weatherType2, percentWeather2] = GetCurrWeatherState();

// by hash
const [weatherType1, weatherType2, percentWeather2] = Citizen.invokeNative('0x0AC679B2342F14F2', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueFloat());
```

### C#

```csharp
var weatherType1 = new OutputArgument();
var weatherType2 = new OutputArgument();
var percentWeather2 = new OutputArgument();
Function.Call((Hash)0x0AC679B2342F14F2, weatherType1, weatherType2, percentWeather2);
// weatherType1.GetResult<int>()
// weatherType2.GetResult<int>()
// percentWeather2.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## See also

- [MISC::SET_CURR_WEATHER_STATE](https://natives.borderlinerp.com/natives/MISC/SET_CURR_WEATHER_STATE.md) — Old name: _SET_WEATHER_TYPE_TRANSITION

*Sources: alloc8or RDR3 NativeDB.*
