local v={wave=false,point=false,dance=true;dance2=true;dance3=true,laugh=false;cheer=false}math.randomseed(tick())function findExistingAnimationInSet(v,s)if v==nil or s==nil then return 0 end for C=1,v.count,1 do if v[C].anim.AnimationId==s.AnimationId then return C end end return 0 end function configureAnimationSet(v,s)if animTable[v]~=nil then for v,s in pairs(animTable[v].connections)do s:disconnect()end end animTable[v]={}animTable[v].count=0 animTable[v].totalWeight=0 animTable[v].connections={}local C=true local S,F=pcall(function()C=(game:GetService("\083\116\097\114\116\101\114\080\108\097\121\101\114")).AllowCustomAnimations end)if not S then C=true end local O=script:FindFirstChild(v)if C and O~=nil then table.insert(animTable[v].connections,O.ChildAdded:connect(function(C)configureAnimationSet(v,s)end))table.insert(animTable[v].connections,O.ChildRemoved:connect(function(C)configureAnimationSet(v,s)end))local C=0 for S,F in pairs(O:GetChildren())do if F:IsA("\065\110\105\109\097\116\105\111\110")then local S=1 local O=F:FindFirstChild("\087\101\105\103\104\116")if O~=nil then S=O.Value end animTable[v].count=animTable[v].count+1 C=animTable[v].count animTable[v][C]={}animTable[v][C].anim=F animTable[v][C].weight=S animTable[v].totalWeight=animTable[v].totalWeight+animTable[v][C].weight table.insert(animTable[v].connections,F.Changed:connect(function(C)configureAnimationSet(v,s)end))table.insert(animTable[v].connections,F.ChildAdded:connect(function(C)configureAnimationSet(v,s)end))table.insert(animTable[v].connections,F.ChildRemoved:connect(function(C)configureAnimationSet(v,s)end))end end end if animTable[v].count<=0 then for s,C in pairs(s)do animTable[v][s]={}animTable[v][s].anim=Instance.new("\065\110\105\109\097\116\105\111\110")animTable[v][s].anim.Name=v animTable[v][s].anim.AnimationId=C.id animTable[v][s].weight=C.weight animTable[v].count=animTable[v].count+1 animTable[v].totalWeight=animTable[v].totalWeight+C.weight end end for v,s in pairs(animTable)do for v=1,s.count,1 do if PreloadedAnims[s[v].anim.AnimationId]==nil then Humanoid:LoadAnimation(s[v].anim)PreloadedAnims[s[v].anim.AnimationId]=true end end end end

local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

math.randomseed(tick())

function findExistingAnimationInSet(set, anim)
	if set == nil or anim == nil then
		return 0
	end

	for idx = 1, set.count, 1 do 
		if set[idx].anim.AnimationId == anim.AnimationId then
			return idx
		end
	end

	return 0
end

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))

		local idx = 0
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				local newWeight = 1
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject ~= nil) then
					newWeight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				idx = animTable[name].count
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				animTable[name][idx].weight = newWeight
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
		end
	end

	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do
			if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
				Humanoid:LoadAnimation(animType[idx].anim)
				PreloadedAnims[animType[idx].anim.AnimationId] = true
			end				
		end
	end
end
