# GANG::_NETWORK_REQUEST_GANG_JOIN

- **Hash:** `0xC0474C8BCF6787AD`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkRequestGangJoin`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_REQUEST_GANG_JOIN

## Signature

```c
BOOL _NETWORK_REQUEST_GANG_JOIN(Any gangId);
```

## Parameters

- `gangId` (`Any`)

## Returns

`BOOL`

## Description

Returns true if join succeeded, false if failed.

## Usage

### Lua

```lua
local retval = NetworkRequestGangJoin(gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC0474C8BCF6787AD, gangId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkRequestGangJoin(gangId);

// by hash
const retval = Citizen.invokeNative('0xC0474C8BCF6787AD', gangId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC0474C8BCF6787AD, gangId);
```

- 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.*
