RedM Natives

_GET_FORCED_WEATHER

Returns the weather type that has been set by a script

Hash0xDD560ABEF5D3784C
Runtime nameGetForcedWeather
NamespaceMISC
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _GET_FORCED_WEATHER(Hash* weather, Hash* p1);

Parameters

NameTypeDescription
weatherHash*—
p1Hash*—

Returns void

Description

Returns the weather type that has been set by a script

Usage

Lua
local weather, p1 = GetForcedWeather()

-- always works, by hash
local weather, p1 = Citizen.InvokeNative(0xDD560ABEF5D3784C, Citizen.PointerValueInt(), Citizen.PointerValueInt())
JavaScript and C#
JavaScript
const [weather, p1] = GetForcedWeather();

// by hash
const [weather, p1] = Citizen.invokeNative('0xDD560ABEF5D3784C', Citizen.pointerValueInt(), Citizen.pointerValueInt());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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