local fn = _gn(0x93376B65A266EB5F)
--- This native is used to set prop variation on a ped. Components, drawables and textures IDs are related to the ped model.
-- ### MP Freemode list of props
-- **0**: Hats
-- **1**: Glasses
-- **2**: Ears
-- **6**: Watches
-- **7**: Bracelets
-- List of Prop IDs
-- ```cpp
-- // Props
-- enum eAnchorPoints
-- {
-- ANCHOR_HEAD = 0, // "p_head"
-- ANCHOR_EYES = 1, // "p_eyes"
-- ANCHOR_EARS = 2, // "p_ears"
-- ANCHOR_MOUTH = 3, // "p_mouth"
-- ANCHOR_LEFT_HAND = 4, // "p_lhand"
-- ANCHOR_RIGHT_HAND = 5, // "p_rhand"
-- ANCHOR_LEFT_WRIST = 6, // "p_lwrist"
-- ANCHOR_RIGHT_WRIST = 7, // "p_rwrist"
-- ANCHOR_HIP = 8, // "p_lhip"
-- ANCHOR_LEFT_FOOT = 9, // "p_lfoot"
-- ANCHOR_RIGHT_FOOT = 10, // "p_rfoot"
-- ANCHOR_PH_L_HAND = 11, // "ph_lhand"
-- ANCHOR_PH_R_HAND = 12, // "ph_rhand"
-- NUM_ANCHORS = 13,
-- };
-- ```
-- @param ped The ped handle.
-- @param componentId The component that you want to set. Refer to [SET_PED_COMPONENT_VARIATION](#\_0x262B14F48D29DE80).
-- @param drawableId The drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS](#\_0x5FAF9754E789FB47).
-- @param textureId The texture id of the drawable. Refer to [GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS](#\_0xA6E7F1CEB523E171).
-- @param attach Attached or not.
function Global.SetPedPropIndex(ped, componentId, drawableId, textureId, attach)
	return _in2(fn, ped, componentId, drawableId, textureId, attach)
end
