# TASK::_DISASSOCIATE_PROP_FROM_SCENARIO

- **Hash:** `0x6EF4E31B4D5D2DA0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DisassociatePropFromScenario`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_DISASSOCIATE_PROP_FROM_SCENARIO

## Signature

```c
BOOL _DISASSOCIATE_PROP_FROM_SCENARIO(int scenario, const char* propName);
```

## Parameters

- `scenario` (`int`)
- `propName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DisassociatePropFromScenario(scenario, propName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6EF4E31B4D5D2DA0, scenario, propName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DisassociatePropFromScenario(scenario, propName);

// by hash
const retval = Citizen.invokeNative('0x6EF4E31B4D5D2DA0', scenario, propName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6EF4E31B4D5D2DA0, scenario, propName);
```

- 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.*
