# MISC::_SET_WEATHER_TYPE_2

- **Hash:** `0x2C6A07AF9AEDABD8`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetWeatherType_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_WEATHER_TYPE_2

## Signature

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

## Parameters

- `weatherType` (`Hash`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`int`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetWeatherType_2(weatherType, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x2C6A07AF9AEDABD8, weatherType, p1, p2, p3, p4)
```

### JavaScript

```js
SetWeatherType_2(weatherType, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x2C6A07AF9AEDABD8', weatherType, p1, p2, p3, p4);
```

### C#

```csharp
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.*
