# MISC::_GET_RANDOM_WEATHER_TYPE

- **Hash:** `0x1359C181BC625503`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetRandomWeatherType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_RANDOM_WEATHER_TYPE

## Signature

```c
Hash _GET_RANDOM_WEATHER_TYPE();
```

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetRandomWeatherType()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1359C181BC625503, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRandomWeatherType();

// by hash
const retval = Citizen.invokeNative('0x1359C181BC625503', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1359C181BC625503);
```

- 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_RANDOM_WEATHER_TYPE](https://natives.borderlinerp.com/natives/MISC/SET_RANDOM_WEATHER_TYPE.md)

*Sources: alloc8or RDR3 NativeDB.*
