{"hash":"0xDD560ABEF5D3784C","ns":"MISC","name":"_GET_FORCED_WEATHER","slug":"_GET_FORCED_WEATHER","official":false,"named":true,"luaName":"GetForcedWeather","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"weather","type":"Hash*"},{"name":"p1","type":"Hash*"}],"summary":"Returns the weather type that has been set by a script","descriptions":[{"source":"alloc8or","format":"text","body":"Returns the weather type that has been set by a script"}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/MISC/_GET_FORCED_WEATHER","markdownUrl":"https://natives.borderlinerp.com/natives/MISC/_GET_FORCED_WEATHER.md","snippets":{"lua":"local weather, p1 = GetForcedWeather()","luaInvoke":"local weather, p1 = Citizen.InvokeNative(0xDD560ABEF5D3784C, Citizen.PointerValueInt(), Citizen.PointerValueInt())","js":"const [weather, p1] = GetForcedWeather();","jsInvoke":"const [weather, p1] = Citizen.invokeNative('0xDD560ABEF5D3784C', Citizen.pointerValueInt(), Citizen.pointerValueInt());","csharp":"var weather = new OutputArgument();\nvar p1 = new OutputArgument();\nFunction.Call((Hash)0xDD560ABEF5D3784C, weather, p1);\n// weather.GetResult<int>()\n// p1.GetResult<int>()","notes":["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."]}}