function stopAllAnimations()local n=currentAnim if emoteNames[n]~=nil and emoteNames[n]==false then n="\105\100\108\101"end if currentlyPlayingEmote then n="\105\100\108\101"currentlyPlayingEmote=false end currentAnim=""currentAnimInstance=nil if currentAnimKeyframeHandler~=nil then currentAnimKeyframeHandler:disconnect()end if currentAnimTrack~=nil then currentAnimTrack:Stop()currentAnimTrack:Destroy()currentAnimTrack=nil end if runAnimKeyframeHandler~=nil then runAnimKeyframeHandler:disconnect()end if runAnimTrack~=nil then runAnimTrack:Stop()runAnimTrack:Destroy()runAnimTrack=nil end return n end function getHeightScale()if Humanoid then if not Humanoid.AutomaticScalingEnabled then return getRigScale()end local n=Humanoid.HipHeight/HumanoidHipHeight if AnimationSpeedDampeningObject==nil then AnimationSpeedDampeningObject=script:FindFirstChild("\083\099\097\108\101\068\097\109\112\101\110\105\110\103\080\101\114\099\101\110\116")end if AnimationSpeedDampeningObject~=nil then n=1+((Humanoid.HipHeight-HumanoidHipHeight)*AnimationSpeedDampeningObject.Value)/HumanoidHipHeight end return n end return getRigScale()end local function n(n)local u=n*1.25 local t=getHeightScale()local C=u/t return C end local u=.0001 local function t(t)local C=.5 local U=1 local K=n(t)local Q=u local Z=u local o=K/C local d=K/U if K<=C then Q=1 elseif K<U then local n=(K-C)/(U-C)Q=1-n Z=n o=1 d=1 else Z=1 end currentAnimTrack:AdjustWeight(Q)runAnimTrack:AdjustWeight(Z)currentAnimTrack:AdjustSpeed(o)runAnimTrack:AdjustSpeed(d)end function setAnimationSpeed(n)if currentAnim=="\119\097\108\107"then t(n)else if n~=currentAnimSpeed then currentAnimSpeed=n currentAnimTrack:AdjustSpeed(currentAnimSpeed)end end end function keyFrameReachedFunc(n)if n=="\069\110\100"then if currentAnim=="\119\097\108\107"then if userNoUpdateOnLoop==true then if runAnimTrack.Looped~=true then runAnimTrack.TimePosition=.0 end if currentAnimTrack.Looped~=true then currentAnimTrack.TimePosition=.0 end else runAnimTrack.TimePosition=.0 currentAnimTrack.TimePosition=.0 end else local n=currentAnim if emoteNames[n]~=nil and emoteNames[n]==false then n="\105\100\108\101"end if currentlyPlayingEmote then if currentAnimTrack.Looped then return end n="\105\100\108\101"currentlyPlayingEmote=false end local u=currentAnimSpeed playAnimation(n,.15,Humanoid)setAnimationSpeed(u)end end end function rollAnimation(n)local u=math.random(1,animTable[n].totalWeight)local t=u local C=1 while u>animTable[n][C].weight do u=u-animTable[n][C].weight C=C+1 end return C end local function C(n,u,t,C)if n~=currentAnimInstance then if currentAnimTrack~=nil then currentAnimTrack:Stop(t)currentAnimTrack:Destroy()end if runAnimTrack~=nil then runAnimTrack:Stop(t)runAnimTrack:Destroy()if userNoUpdateOnLoop==true then runAnimTrack=nil end end currentAnimSpeed=1.0 currentAnimTrack=C:LoadAnimation(n)currentAnimTrack.Priority=Enum.AnimationPriority.Core currentAnimTrack:Play(t)currentAnim=u currentAnimInstance=n if currentAnimKeyframeHandler~=nil then currentAnimKeyframeHandler:disconnect()end currentAnimKeyframeHandler=currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)if u=="\119\097\108\107"then local n="\114\117\110"local u=rollAnimation(n)runAnimTrack=C:LoadAnimation(animTable[n][u].anim)runAnimTrack.Priority=Enum.AnimationPriority.Core runAnimTrack:Play(t)if runAnimKeyframeHandler~=nil then runAnimKeyframeHandler:disconnect()end runAnimKeyframeHandler=runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)end end end function playAnimation(n,u,t)local U=rollAnimation(n)local K=animTable[n][U].anim C(K,n,u,t)currentlyPlayingEmote=false end function playEmote(n,u,t)C(n,n.Name,u,t)currentlyPlayingEmote=true end
-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then
		oldAnim = "idle"
	end

	if currentlyPlayingEmote then
		oldAnim = "idle"
		currentlyPlayingEmote = false
	end

	currentAnim = ""
	currentAnimInstance = nil
	if currentAnimKeyframeHandler ~= nil then
		currentAnimKeyframeHandler:disconnect()
	end

	if currentAnimTrack ~= nil then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end

	-- clean up walk if there is one
	if runAnimKeyframeHandler ~= nil then
		runAnimKeyframeHandler:disconnect()
	end

	if runAnimTrack ~= nil then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end

	return oldAnim
end

function getHeightScale()
	if Humanoid then
		if not Humanoid.AutomaticScalingEnabled then
			-- When auto scaling is not enabled, the rig scale stands in for
			-- a computed scale.
			return getRigScale()
		end

		local scale = Humanoid.HipHeight / HumanoidHipHeight
		if AnimationSpeedDampeningObject == nil then
			AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
		end
		if AnimationSpeedDampeningObject ~= nil then
			scale = 1
				+ (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
		end
		return scale
	end
	return getRigScale()
end

local function rootMotionCompensation(speed)
	local speedScaled = speed * 1.25
	local heightScale = getHeightScale()
	local runSpeed = speedScaled / heightScale
	return runSpeed
end

local smallButNotZero = 0.0001
local function setRunSpeed(speed)
	local normalizedWalkSpeed = 0.5 -- established empirically using current `913402848` walk animation
	local normalizedRunSpeed = 1
	local runSpeed = rootMotionCompensation(speed)

	local walkAnimationWeight = smallButNotZero
	local runAnimationWeight = smallButNotZero
	local walkAnimationTimewarp = runSpeed / normalizedWalkSpeed
	local runAnimationTimerwarp = runSpeed / normalizedRunSpeed

	if runSpeed <= normalizedWalkSpeed then
		walkAnimationWeight = 1
	elseif runSpeed < normalizedRunSpeed then
		local fadeInRun = (runSpeed - normalizedWalkSpeed) / (normalizedRunSpeed - normalizedWalkSpeed)
		walkAnimationWeight = 1 - fadeInRun
		runAnimationWeight = fadeInRun
		walkAnimationTimewarp = 1
		runAnimationTimerwarp = 1
	else
		runAnimationWeight = 1
	end
	currentAnimTrack:AdjustWeight(walkAnimationWeight)
	runAnimTrack:AdjustWeight(runAnimationWeight)
	currentAnimTrack:AdjustSpeed(walkAnimationTimewarp)
	runAnimTrack:AdjustSpeed(runAnimationTimerwarp)
end

function setAnimationSpeed(speed)
	if currentAnim == "walk" then
		setRunSpeed(speed)
	else
		if speed ~= currentAnimSpeed then
			currentAnimSpeed = speed
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
	if frameName == "End" then
		if currentAnim == "walk" then
			if userNoUpdateOnLoop == true then
				if runAnimTrack.Looped ~= true then
					runAnimTrack.TimePosition = 0.0
				end
				if currentAnimTrack.Looped ~= true then
					currentAnimTrack.TimePosition = 0.0
				end
			else
				runAnimTrack.TimePosition = 0.0
				currentAnimTrack.TimePosition = 0.0
			end
		else
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false then
				repeatAnim = "idle"
			end

			if currentlyPlayingEmote then
				if currentAnimTrack.Looped then
					-- Allow the emote to loop
					return
				end

				repeatAnim = "idle"
				currentlyPlayingEmote = false
			end

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

function rollAnimation(animName)
	local roll = math.random(1, animTable[animName].totalWeight)
	local origRoll = roll
	local idx = 1
	while roll > animTable[animName][idx].weight do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
	return idx
end

local function switchToAnim(anim, animName, transitionTime, humanoid)
	-- switch animation
	if anim ~= currentAnimInstance then
		if currentAnimTrack ~= nil then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		if runAnimTrack ~= nil then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
			if userNoUpdateOnLoop == true then
				runAnimTrack = nil
			end
		end

		currentAnimSpeed = 1.0

		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core

		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if currentAnimKeyframeHandler ~= nil then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)

		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
			runAnimTrack.Priority = Enum.AnimationPriority.Core
			runAnimTrack:Play(transitionTime)

			if runAnimKeyframeHandler ~= nil then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		end
	end
end

function playAnimation(animName, transitionTime, humanoid)
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	switchToAnim(anim, animName, transitionTime, humanoid)
	currentlyPlayingEmote = false
end

function playEmote(emoteAnim, transitionTime, humanoid)
	switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
	currentlyPlayingEmote = true
end
