# SCRIPT::_DEACTIVATE_GOAL_CONTEXT

- **Hash:** `0x50B72A754EE64A71`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `DeactivateGoalContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_DEACTIVATE_GOAL_CONTEXT

## Signature

```c
void _DEACTIVATE_GOAL_CONTEXT(Hash goalContext);
```

## Parameters

- `goalContext` (`Hash`)

## Returns

`void`

## Description

goalContext: see _ACTIVATE_GOAL_CONTEXT

## Usage

### Lua

```lua
DeactivateGoalContext(goalContext)

-- always available, by hash
Citizen.InvokeNative(0x50B72A754EE64A71, goalContext)
```

### JavaScript

```js
DeactivateGoalContext(goalContext);

// by hash
Citizen.invokeNative('0x50B72A754EE64A71', goalContext);
```

### C#

```csharp
Function.Call((Hash)0x50B72A754EE64A71, goalContext);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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

- [SCRIPT::_ACTIVATE_GOAL_CONTEXT](https://natives.borderlinerp.com/natives/SCRIPT/_ACTIVATE_GOAL_CONTEXT.md)

*Sources: alloc8or RDR3 NativeDB.*
