local fn = _gn(0x6B9BBD38AB0796DF)
--- Attach an entity to the specified entity.
-- @param entity1 Entity to attach.
-- @param entity2 Entity to attach `entity1` with.
-- @param boneIndex This is different to boneID, use ['GET_PED_BONE_INDEX'](#\_0x3F428D08BE5AAE31) to get the index from the ID. use the index for attaching to specific bones. `entity1` will be attached to the center of `entity2` if bone index given doesn't correspond to bone indexes for that entity type.
-- @param xPos X-axis offset from the center of `entity2`.
-- @param yPos Y-axis offset from the center of `entity2`.
-- @param zPos Z-axis offset from the center of `entity2`.
-- @param xRot X-axis rotation.
-- @param yRot Y-axis rotation.
-- @param zRot Z-axis rotation.
-- @param p9 Unknown. Does not seem to have any effect.
-- @param useSoftPinning If set to false attached entity will not detach when fixed.
-- @param collision Controls collision between the two entities (FALSE disables collision).
-- @param isPed Pitch doesnt work when false and roll will only work on negative numbers (only peds)
-- @param rotationOrder The order in which the rotation is applied. See [`GET_ENTITY_ROTATION`](#\_0xAFBD61CC738D9EB9)
-- @param syncRot If false it ignores entity rotation.
function Global.AttachEntityToEntity(entity1, entity2, boneIndex, xPos, yPos, zPos, xRot, yRot, zRot, p9, useSoftPinning, collision, isPed, rotationOrder, syncRot)
	return fn(entity1, entity2, boneIndex, xPos, yPos, zPos, xRot, yRot, zRot, p9, useSoftPinning, collision, isPed, rotationOrder, syncRot)
end
