# NETWORK::_NETWORK_IS_THREAD_ACTIVE

- **Hash:** `0x31DAD2CD6D49546E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsThreadActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_THREAD_ACTIVE

## Signature

```c
BOOL _NETWORK_IS_THREAD_ACTIVE(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsThreadActive(threadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x31DAD2CD6D49546E, threadId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsThreadActive(threadId);

// by hash
const retval = Citizen.invokeNative('0x31DAD2CD6D49546E', threadId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x31DAD2CD6D49546E, threadId);
```

- 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.*
