# NETWORK::_NETWORK_SESSION_IS_REQUEST_IN_PROGRESS_BY_QUEUE_GROUP

- **Hash:** `0x9E762A595CF88E4A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionIsRequestInProgressByQueueGroup`
- **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_SESSION_IS_REQUEST_IN_PROGRESS_BY_QUEUE_GROUP

## Signature

```c
BOOL _NETWORK_SESSION_IS_REQUEST_IN_PROGRESS_BY_QUEUE_GROUP(int queueGroup);
```

## Parameters

- `queueGroup` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSessionIsRequestInProgressByQueueGroup(queueGroup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E762A595CF88E4A, queueGroup, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionIsRequestInProgressByQueueGroup(queueGroup);

// by hash
const retval = Citizen.invokeNative('0x9E762A595CF88E4A', queueGroup, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9E762A595CF88E4A, queueGroup);
```

- 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.*
