I'd say the problem is the line:
Code: ags
Could you try storing dmut.Loop to an int before setting it to loopy, then reset it to the original state before the function ends? If you're just using it to make the player face the camera, perhaps you could use Character.FaceLocation instead?
dmut.Loop=loopy;
Could you try storing dmut.Loop to an int before setting it to loopy, then reset it to the original state before the function ends? If you're just using it to make the player face the camera, perhaps you could use Character.FaceLocation instead?