# CFX::SET_PED_PROP_INDEX

- **Hash:** `0x829F2E2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedPropIndex`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_PROP_INDEX

## Signature

```c
void SET_PED_PROP_INDEX(Ped ped, int componentId, int drawableId, int textureId, BOOL attach);
```

## Parameters

- `ped` (`Ped`) — The ped handle.
- `componentId` (`int`) — The component that you want to set. Refer to [SET_PED_COMPONENT_VARIATION](#\_0x262B14F48D29DE80).
- `drawableId` (`int`) — The drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS](#\_0x5FAF9754E789FB47).
- `textureId` (`int`) — The texture id of the drawable. Refer to [GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS](#\_0xA6E7F1CEB523E171).
- `attach` (`BOOL`) — Attached or not.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

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
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,
};
```

**This is the server-side RPC native equivalent of the client native [SET_PED_PROP_INDEX](?\_0x93376B65A266EB5F).**

## Usage

### Lua

```lua
SetPedPropIndex(ped, componentId, drawableId, textureId, attach)

-- always available, by hash
Citizen.InvokeNative(0x829f2e2, ped, componentId, drawableId, textureId, attach)
```

### JavaScript

```js
SetPedPropIndex(ped, componentId, drawableId, textureId, attach);

// by hash
Citizen.invokeNative('0x829f2e2', ped, componentId, drawableId, textureId, attach);
```

### C#

```csharp
Function.Call((Hash)0x829f2e2, ped, componentId, drawableId, textureId, attach);
```

*Sources: Cfx.re native reference.*
