# MISC::_CLEAR_WEATHER_VARIATION

- **Hash:** `0x0E71C80FA4EC8147`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearWeatherVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CLEAR_WEATHER_VARIATION

## Signature

```c
void _CLEAR_WEATHER_VARIATION(const char* weatherType, BOOL p1);
```

## Parameters

- `weatherType` (`const char*`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ClearWeatherVariation(weatherType, p1)

-- always available, by hash
Citizen.InvokeNative(0x0E71C80FA4EC8147, weatherType, p1)
```

### JavaScript

```js
ClearWeatherVariation(weatherType, p1);

// by hash
Citizen.invokeNative('0x0E71C80FA4EC8147', weatherType, p1);
```

### C#

```csharp
Function.Call((Hash)0x0E71C80FA4EC8147, weatherType, p1);
```

- 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.

## See also

- [MISC::_SET_WEATHER_VARIATION](https://natives.borderlinerp.com/natives/MISC/_SET_WEATHER_VARIATION.md)

*Sources: alloc8or RDR3 NativeDB.*
