# WATER::_SET_WORLD_WATER_TYPE

- **Hash:** `0xE8770EE02AEE45C2`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `SetWorldWaterType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/_SET_WORLD_WATER_TYPE

## Signature

```c
void _SET_WORLD_WATER_TYPE(int waterType);
```

## Parameters

- `waterType` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

0 = World
1 = Guarma

*Source: femga rdr3_discoveries*

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

## Usage

### Lua

```lua
SetWorldWaterType(waterType)

-- always available, by hash
Citizen.InvokeNative(0xE8770EE02AEE45C2, waterType)
```

### JavaScript

```js
SetWorldWaterType(waterType);

// by hash
Citizen.invokeNative('0xE8770EE02AEE45C2', waterType);
```

### C#

```csharp
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

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

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*
