# NETWORK::_NETWORK_IS_PREVIOUS_UPLOAD_PENDING

- **Hash:** `0xA21E3BAD0A42D199`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPreviousUploadPending`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_PREVIOUS_UPLOAD_PENDING

## Signature

```c
BOOL _NETWORK_IS_PREVIOUS_UPLOAD_PENDING();
```

## Returns

`BOOL`

## Description

_NETWORK_IS_T* - _NETWORK_RE*

## Usage

### Lua

```lua
local retval = NetworkIsPreviousUploadPending()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA21E3BAD0A42D199, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPreviousUploadPending();

// by hash
const retval = Citizen.invokeNative('0xA21E3BAD0A42D199', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA21E3BAD0A42D199);
```

- 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.*
