# GANG::_NETWORK_LEAVE_GANG

- **Hash:** `0x0A04A07BC3074EDB`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkLeaveGang`
- **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_LEAVE_GANG

## Signature

```c
void _NETWORK_LEAVE_GANG(BOOL disband);
```

## Parameters

- `disband` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkLeaveGang(disband)

-- always available, by hash
Citizen.InvokeNative(0x0A04A07BC3074EDB, disband)
```

### JavaScript

```js
NetworkLeaveGang(disband);

// by hash
Citizen.invokeNative('0x0A04A07BC3074EDB', disband);
```

### C#

```csharp
Function.Call((Hash)0x0A04A07BC3074EDB, disband);
```

- 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.*
