TogglePlayerSpectating(playerid, false);
SetPlayerPos(playerid, 4602.7427, 190.8927, 9.3325);
SetPlayerFacingAngle(playerid, 22.1796);
ApplyAnimation(playerid, "PED", "WALK_gang2", 4.0, 0, 1, 1, 0, 7, 1);
SetPlayerSkin(playerid, PlayerInfo[playerid][pModel]);
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
SetHealth(playerid, 100);
PlayerInfo[playerid][pLevel]= 5;
ClearChatbox(playerid);
TogglePlayerSpectating(playerid, false);
SetPlayerPos(playerid, 4602.7427, 190.8927, 9.3325);
Player_StreamPrep(playerid, 4602.7427, 190.8927, 9.3325, FREEZE_TIME);
SetPlayerFacingAngle(playerid, 22.1796);
ApplyAnimation(playerid, "PED", "WALK_gang2", 4.0, 1, 1, 1, 1, 1, 1);
SetPlayerSkin(playerid, PlayerInfo[playerid][pModel]);
SetPlayerInterior(playerid, 0);
SetPlayerVirtualWorld(playerid, 0);
SetHealth(playerid, 100);
PlayerInfo[playerid][pConnectHours] = 30;
ClearChatbox(playerid);
Well I think I see it now, you're applying skin after apply an animations. It can cause a animations clearing. You've to set skin before any next animation step.
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TogglePlayerSpectating(playerid, false); SetPlayerPos(playerid, 4602.7427, 190.8927, 9.3325); Player_StreamPrep(playerid, 4602.7427, 190.8927, 9.3325, FREEZE_TIME); SetPlayerFacingAngle(playerid, 22.1796); SetPlayerInterior(playerid, 0); SetPlayerVirtualWorld(playerid, 0); SetHealth(playerid, 100); PlayerInfo[playerid][pConnectHours] = 30; ClearChatbox(playerid); switch (classid) { case 0: { //skin 270 with Dance Animation ApplyAnimation(playerid, "DANCING", "DNCE_M_A", 4.1, 1, 1, 1, 1, 1); } return 1; }