# MISC::SET_WEATHER_TYPE

- **Hash:** `0x59174F1AFE095B5A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetWeatherType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_WEATHER_TYPE

## Signature

```c
void SET_WEATHER_TYPE(Hash weatherType, BOOL p1, BOOL p2, BOOL transition, float transitionTime, BOOL p5);
```

## Parameters

- `weatherType` (`Hash`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `transition` (`BOOL`)
- `transitionTime` (`float`)
- `p5` (`BOOL`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/weather/weather_types.lua

## Usage

### Lua

```lua
SetWeatherType(weatherType, p1, p2, transition, transitionTime, p5)

-- always available, by hash
Citizen.InvokeNative(0x59174F1AFE095B5A, weatherType, p1, p2, transition, transitionTime, p5)
```

### JavaScript

```js
SetWeatherType(weatherType, p1, p2, transition, transitionTime, p5);

// by hash
Citizen.invokeNative('0x59174F1AFE095B5A', weatherType, p1, p2, transition, transitionTime + 0.0000001, p5);
```

### C#

```csharp
Function.Call((Hash)0x59174F1AFE095B5A, weatherType, p1, p2, transition, transitionTime, p5);
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
