# BOUNTY::_BOUNTY_IS_REQUEST_PENDING

- **Hash:** `0x03B61CD51097DE60`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyIsRequestPending`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_IS_REQUEST_PENDING

## Signature

```c
BOOL _BOUNTY_IS_REQUEST_PENDING(Any* rpcGuid);
```

## Parameters

- `rpcGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, rpcGuid = BountyIsRequestPending(rpcGuid)

-- always available, by hash
local retval, rpcGuid = Citizen.InvokeNative(0x03B61CD51097DE60, Citizen.PointerValueIntInitialized(rpcGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, rpcGuid] = BountyIsRequestPending(rpcGuid);

// by hash
const [retval, rpcGuid] = Citizen.invokeNative('0x03B61CD51097DE60', Citizen.pointerValueIntInitialized(rpcGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var rpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x03B61CD51097DE60, rpcGuid);
// rpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
