# VEHICLE::_SET_VEHICLE_WET_LEVEL

- **Hash:** `0x5AABB09F6FBD1F87`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleWetLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_WET_LEVEL

## Signature

```c
void _SET_VEHICLE_WET_LEVEL(Vehicle vehicle, float wetLevel);
```

## Parameters

- `vehicle` (`Vehicle`)
- `wetLevel` (`float`)

## Returns

`void`

## Description

wetLevel: 0.0 - 1.0

## Usage

### Lua

```lua
SetVehicleWetLevel(vehicle, wetLevel)

-- always available, by hash
Citizen.InvokeNative(0x5AABB09F6FBD1F87, vehicle, wetLevel)
```

### JavaScript

```js
SetVehicleWetLevel(vehicle, wetLevel);

// by hash
Citizen.invokeNative('0x5AABB09F6FBD1F87', vehicle, wetLevel + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5AABB09F6FBD1F87, vehicle, wetLevel);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
