local fn = _gn(0x262B14F48D29DE80)
--- This native is used to set component variation on a ped. Components, drawables and textures IDs are related to the ped model.
-- ### MP Freemode list of components
-- **0**: Face
-- **1**: Mask
-- **2**: Hair
-- **3**: Torso
-- **4**: Leg
-- **5**: Parachute / bag
-- **6**: Shoes
-- **7**: Accessory
-- **8**: Undershirt
-- **9**: Kevlar
-- **10**: Badge
-- **11**: Torso 2
-- List of Component IDs
-- ```cpp
-- // Components
-- enum ePedVarComp
-- {
-- PV_COMP_INVALID = 0xFFFFFFFF,
-- PV_COMP_HEAD = 0, // "HEAD"
-- PV_COMP_BERD = 1, // "BEARD"
-- PV_COMP_HAIR = 2, // "HAIR"
-- PV_COMP_UPPR = 3, // "UPPER"
-- PV_COMP_LOWR = 4, // "LOWER"
-- PV_COMP_HAND = 5, // "HAND"
-- PV_COMP_FEET = 6, // "FEET"
-- PV_COMP_TEEF = 7, // "TEETH"
-- PV_COMP_ACCS = 8, // "ACCESSORIES"
-- PV_COMP_TASK = 9, // "TASK"
-- PV_COMP_DECL = 10, // "DECL"
-- PV_COMP_JBIB = 11, // "JBIB"
-- PV_COMP_MAX = 12,
-- };
-- ```
-- @param ped The ped handle.
-- @param componentId The component that you want to set.
-- @param drawableId The drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS](#\_0x27561561732A7842).
-- @param textureId The texture id of the drawable. Refer to [GET_NUMBER_OF_PED_TEXTURE_VARIATIONS](#\_0x8F7156A3142A6BAD).
-- @param paletteId 0 to 3.
function Global.SetPedComponentVariation(ped, componentId, drawableId, textureId, paletteId)
	return _in2(fn, ped, componentId, drawableId, textureId, paletteId)
end
