local z={wave=false;point=false,dance=true;dance2=true;dance3=true;laugh=false,cheer=false}local j=false local I={}local Z,O=pcall(function()j=(UserSettings()):IsUserFeatureEnabled("\085\115\101\114\080\114\101\108\111\097\100\065\110\105\109\097\116\105\111\110\115")end)if not Z then j=false end math.randomseed(tick())function findExistingAnimationInSet(z,j)if z==nil or j==nil then return 0 end for I=1,z.count,1 do if z[I].anim.AnimationId==j.AnimationId then return I end end return 0 end function configureAnimationSet(z,Z)if animTable[z]~=nil then for z,j in pairs(animTable[z].connections)do j:disconnect()end end animTable[z]={}animTable[z].count=0 animTable[z].totalWeight=0 animTable[z].connections={}local O=true local U=false local Y,n=pcall(function()U=(UserSettings()):IsUserFeatureEnabled("\085\115\101\114\065\108\108\111\119\068\105\115\097\098\108\101\067\117\115\116\111\109\065\110\105\109\115\050")end)if U then local z,j=pcall(function()O=(game:GetService("\083\116\097\114\116\101\114\080\108\097\121\101\114")).AllowCustomAnimations end)if not z then O=true end end local H=script:FindFirstChild(z)if O and H~=nil then table.insert(animTable[z].connections,H.ChildAdded:connect(function(j)configureAnimationSet(z,Z)end))table.insert(animTable[z].connections,H.ChildRemoved:connect(function(j)configureAnimationSet(z,Z)end))local j=0 for I,O in pairs(H:GetChildren())do if O:IsA("\065\110\105\109\097\116\105\111\110")then local I=1 local U=O:FindFirstChild("\087\101\105\103\104\116")if U~=nil then I=U.Value end animTable[z].count=animTable[z].count+1 j=animTable[z].count animTable[z][j]={}animTable[z][j].anim=O animTable[z][j].weight=I animTable[z].totalWeight=animTable[z].totalWeight+animTable[z][j].weight table.insert(animTable[z].connections,O.Changed:connect(function(j)configureAnimationSet(z,Z)end))table.insert(animTable[z].connections,O.ChildAdded:connect(function(j)configureAnimationSet(z,Z)end))table.insert(animTable[z].connections,O.ChildRemoved:connect(function(j)configureAnimationSet(z,Z)end))end end end if animTable[z].count<=0 then for j,I in pairs(Z)do animTable[z][j]={}animTable[z][j].anim=Instance.new("\065\110\105\109\097\116\105\111\110")animTable[z][j].anim.Name=z animTable[z][j].anim.AnimationId=I.id animTable[z][j].weight=I.weight animTable[z].count=animTable[z].count+1 animTable[z].totalWeight=animTable[z].totalWeight+I.weight end end if j then for z,j in pairs(animTable)do for z=1,j.count,1 do if I[j[z].anim.AnimationId]==nil then Humanoid:LoadAnimation(j[z].anim)I[j[z].anim.AnimationId]=true end end end end end
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames =
	{ wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false }

local PreloadAnimsUserFlag = false
local PreloadedAnims = {}
local successPreloadAnim, msgPreloadAnim = pcall(function()
	PreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserPreloadAnimations")
end)
if not successPreloadAnim then
	PreloadAnimsUserFlag = false
end

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 AllowDisableCustomAnimsUserFlag = false

	local success, msg = pcall(function()
		AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
	end)

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