RedM Natives

_SET_WEATHER_TYPE_2

Hash0x2C6A07AF9AEDABD8
Runtime nameSetWeatherType_2
NamespaceMISC
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_WEATHER_TYPE_2(Hash weatherType, int p1, int p2, int p3, BOOL p4);

Parameters

NameTypeDescription
weatherTypeHash—
p1int—
p2int—
p3int—
p4BOOL—

Returns void

Usage

Lua
SetWeatherType_2(weatherType, p1, p2, p3, p4)

-- always works, by hash
Citizen.InvokeNative(0x2C6A07AF9AEDABD8, weatherType, p1, p2, p3, p4)
JavaScript and C#
JavaScript
SetWeatherType_2(weatherType, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x2C6A07AF9AEDABD8', weatherType, p1, p2, p3, p4);
C#
Function.Call((Hash)0x2C6A07AF9AEDABD8, weatherType, p1, p2, p3, p4);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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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