# MISC::SET_CURR_WEATHER_STATE

- **Hash:** `0xFA3E3CA8A1DE6D5D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetCurrWeatherState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_CURR_WEATHER_STATE

## Signature

```c
void SET_CURR_WEATHER_STATE(Hash weatherType1, Hash weatherType2, float percentWeather2, BOOL enabled);
```

## Parameters

- `weatherType1` (`Hash`)
- `weatherType2` (`Hash`)
- `percentWeather2` (`float`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

Params: BOOL p3 is always true

Old name: _SET_WEATHER_TYPE_TRANSITION

## Usage

### Lua

```lua
SetCurrWeatherState(weatherType1, weatherType2, percentWeather2, enabled)

-- always available, by hash
Citizen.InvokeNative(0xFA3E3CA8A1DE6D5D, weatherType1, weatherType2, percentWeather2, enabled)
```

### JavaScript

```js
SetCurrWeatherState(weatherType1, weatherType2, percentWeather2, enabled);

// by hash
Citizen.invokeNative('0xFA3E3CA8A1DE6D5D', weatherType1, weatherType2, percentWeather2 + 0.0000001, enabled);
```

### C#

```csharp
Function.Call((Hash)0xFA3E3CA8A1DE6D5D, weatherType1, weatherType2, percentWeather2, enabled);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.

## See also

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

*Sources: alloc8or RDR3 NativeDB.*
