RedM Natives

_SET_WORLD_WATER_TYPE

Hash0xE8770EE02AEE45C2
Runtime nameSetWorldWaterType
NamespaceWATER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_WORLD_WATER_TYPE(int waterType);

Parameters

NameTypeDescription
waterTypeint—

Returns void

Description

alloc8or RDR3 NativeDB

0 = World
1 = Guarma

femga rdr3_discoveries · research notes

// 0xE8770EE02AEE45C2
void _SET_WORLD_WATER_TYPE(int waterType)
/*
0 is world
1 is guarma
*/

Usage

Lua
SetWorldWaterType(waterType)

-- always works, by hash
Citizen.InvokeNative(0xE8770EE02AEE45C2, waterType)
JavaScript and C#
JavaScript
SetWorldWaterType(waterType);

// by hash
Citizen.invokeNative('0xE8770EE02AEE45C2', waterType);
C#
Function.Call((Hash)0xE8770EE02AEE45C2, waterType);
  • 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

Sources

alloc8or RDR3 NativeDB · femga rdr3_discoveries

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.