# MISC::_GET_FORCED_WEATHER

- **Hash:** `0xDD560ABEF5D3784C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetForcedWeather`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_FORCED_WEATHER

## Signature

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

## Parameters

- `weather` (`Hash*`)
- `p1` (`Hash*`)

## Returns

`void`

## Description

Returns the weather type that has been set by a script

## Usage

### Lua

```lua
local weather, p1 = GetForcedWeather()

-- always available, by hash
local weather, p1 = Citizen.InvokeNative(0xDD560ABEF5D3784C, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [weather, p1] = GetForcedWeather();

// by hash
const [weather, p1] = Citizen.invokeNative('0xDD560ABEF5D3784C', Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
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.*
