Help [CLEO] Skin Changer - Apply skin on respawn

RayWood

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Hello so this is a continuation of this post
https://ugbase.eu/threads/sa-mp-skin-adder-selector.16950/
... long story short this script works but you have to re-apply it manually everytime you die,
I tried fixing it so that it sets itself but I was unsuccesful to say the least...
Could anybody help and add that part of the code so that the custom skin would stay
applied even after dying?
Thanks in advance


JavaScript:
 // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

thread 'SCHAN'
0AAB:   file_exists "CLEO\SKINCHANGE.INI"
jf @SCHAN_198

:SCHAN_41
0@ = File.Open("CLEO\SKINCHANGE.INI", 25202)
jf @SCHAN_41

:SCHAN_77
File.Read(0@, 1, 2@)
  2@ == 34
jf @SCHAN_77

:SCHAN_101
File.Read(0@, 1, 2@)
   not 2@ == 34
jf @SCHAN_200
if and
  2@ > 47
   not 2@ > 57
jf @SCHAN_193
3@ *= 10
2@ -= 48
005A: 3@ += 2@ // (int)
   not 3@ > 35
jf @SCHAN_193
jump @SCHAN_101

:SCHAN_193
File.Close(0@)

:SCHAN_198
0A93: end_custom_thread

:SCHAN_200
File.Close(0@)
  3@ > 9
jf @SCHAN_233
3@ += 55
jump @SCHAN_240

:SCHAN_233
3@ += 48

:SCHAN_240
wait 0
   Player.Defined($PLAYER_CHAR)
jf @SCHAN_240
2@ = 48

:SCHAN_263
if and
044B:   actor $PLAYER_ACTOR on_foot
8597:   not actor $PLAYER_ACTOR crouching
key_down 34
key_down 2@
jf @SCHAN_1233
   not 2@ == 48
jf @SCHAN_356
0085: 7@ = 2@ // (int)
  2@ > 57
jf @SCHAN_336
7@ -= 7

:SCHAN_336
7@ *= -21
7@ -= -611
jump 7@

:SCHAN_356
  6@ == 1
jf @SCHAN_1233
Model.Load(5@)

:SCHAN_375
wait 0
   Model.Available(5@)
jf @SCHAN_375
09C7: change_player $PLAYER_CHAR model_to 5@
Model.Destroy(5@)
6@ = 0
jump @SCHAN_1209
05A9: 0@s = 'PERSN1' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN2' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN3' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN4' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN5' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN6' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN7' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN8' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN9' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN10' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN11' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN12' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN13' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN14' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN15' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN16' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN17' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN18' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN19' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN20' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN21' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN22' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN23' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN24' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN25' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN26' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN27' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN28' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN29' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN30' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN31' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN32' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN33' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN34' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN35' // s$

:SCHAN_1146
  6@ == 0
jf @SCHAN_1175
0665: get_actor $PLAYER_ACTOR model_to 5@
6@ = 1

:SCHAN_1175
023C: load_special_actor 0@s as 9 // models 290-299

:SCHAN_1182
wait 0
023D:   special_actor 9 loaded
jf @SCHAN_1182
09C7: change_player $PLAYER_CHAR model_to #SPECIAL09
0296: unload_special_actor 9

:SCHAN_1209
097A: play_audio_at 0.0 0.0 0.0 event 1056
wait 125

:SCHAN_1233
2@ += 1
  2@ == 58
jf @SCHAN_1261
2@ += 7

:SCHAN_1261
001D:   2@ > 3@ // (int)
jf @SCHAN_263
jump @SCHAN_240
0662: printstring "PERSONAL SKIN CHANGER 1.21 BY SILENT"
hex
 52 63 04 03
end
I'll attach the compiled cleo too with the .ini that is required
to test you have to add a skin in your gta3.img named "persn1"
activation is PG-DOWN + number of the skin in this case 1
 

Attachments

  • wdwdw.cs
    21.9 KB · Views: 4
  • skinchange.ini
    316 bytes · Views: 7
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