# GANG::_NETWORK_GET_GANG_LEADER_HANDLE

- **Hash:** `0xCE88A261DCBBA0D9`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkGetGangLeaderHandle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_GET_GANG_LEADER_HANDLE

## Signature

```c
BOOL _NETWORK_GET_GANG_LEADER_HANDLE(Any gangId, Any* gamerHandle);
```

## Parameters

- `gangId` (`Any`)
- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkGetGangLeaderHandle(gangId, gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xCE88A261DCBBA0D9, gangId, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkGetGangLeaderHandle(gangId, gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xCE88A261DCBBA0D9', gangId, Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCE88A261DCBBA0D9, gangId, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
