# WATER::_GET_WORLD_WATER_TYPE

- **Hash:** `0x189739A7631C1867`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `GetWorldWaterType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/_GET_WORLD_WATER_TYPE

## Signature

```c
int _GET_WORLD_WATER_TYPE();
```

## Returns

`int`

## Description

*Source: femga rdr3_discoveries*

```
// 0x189739A7631C1867
int _GET_WORLD_WATER_TYPE()
```

## Usage

### Lua

```lua
local retval = GetWorldWaterType()

-- always available, by hash
local retval = Citizen.InvokeNative(0x189739A7631C1867, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWorldWaterType();

// by hash
const retval = Citizen.invokeNative('0x189739A7631C1867', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x189739A7631C1867);
```

- 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

- [WATER::_SET_WORLD_WATER_TYPE](https://natives.borderlinerp.com/natives/WATER/_SET_WORLD_WATER_TYPE.md)

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*
