_GET_FORCED_WEATHER
Returns the weather type that has been set by a script
Hash
0xDD560ABEF5D3784CRuntime name
GetForcedWeatherNamespaceMISC
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _GET_FORCED_WEATHER(Hash* weather, Hash* p1);Parameters
| Name | Type | Description |
|---|---|---|
weather | Hash* | — |
p1 | Hash* | — |
Returns void
Description
Returns the weather type that has been set by a script
Usage
local weather, p1 = GetForcedWeather()
-- always works, by hash
local weather, p1 = Citizen.InvokeNative(0xDD560ABEF5D3784C, Citizen.PointerValueInt(), Citizen.PointerValueInt())JavaScript and C#
const [weather, p1] = GetForcedWeather();
// by hash
const [weather, p1] = Citizen.invokeNative('0xDD560ABEF5D3784C', Citizen.pointerValueInt(), Citizen.pointerValueInt());var weather = new OutputArgument();
var p1 = new OutputArgument();
Function.Call((Hash)0xDD560ABEF5D3784C, weather, p1);
// weather.GetResult<int>()
// p1.GetResult<int>()- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
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