# GANG::_NETWORK_GET_GANG_PRIVACY

- **Hash:** `0x9970AE8C3D706139`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkGetGangPrivacy`
- **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_PRIVACY

## Signature

```c
int _NETWORK_GET_GANG_PRIVACY();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetGangPrivacy()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9970AE8C3D706139, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetGangPrivacy();

// by hash
const retval = Citizen.invokeNative('0x9970AE8C3D706139', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9970AE8C3D706139);
```

- 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.*
