local W={wave=false;point=false,dance=true;dance2=true,dance3=true;laugh=false,cheer=false}math.randomseed(tick())function findExistingAnimationInSet(W,y)if W==nil or y==nil then return 0 end for d=1,W.count,1 do if W[d].anim.AnimationId==y.AnimationId then return d end end return 0 end function configureAnimationSet(W,y)if animTable[W]~=nil then for W,y in pairs(animTable[W].connections)do y:disconnect()end end animTable[W]={}animTable[W].count=0 animTable[W].totalWeight=0 animTable[W].connections={}local d=script:FindFirstChild(W)if d~=nil then table.insert(animTable[W].connections,d.ChildAdded:connect(function(d)configureAnimationSet(W,y)end))table.insert(animTable[W].connections,d.ChildRemoved:connect(function(d)configureAnimationSet(W,y)end))local r=0 for d,b in pairs(d:GetChildren())do if b:IsA("\065\110\105\109\097\116\105\111\110")then local d=1 local S=b:FindFirstChild("\087\101\105\103\104\116")if S~=nil then d=S.Value end animTable[W].count=animTable[W].count+1 r=animTable[W].count animTable[W][r]={}animTable[W][r].anim=b animTable[W][r].weight=d animTable[W].totalWeight=animTable[W].totalWeight+animTable[W][r].weight table.insert(animTable[W].connections,b.Changed:connect(function(d)configureAnimationSet(W,y)end))table.insert(animTable[W].connections,b.ChildAdded:connect(function(d)configureAnimationSet(W,y)end))table.insert(animTable[W].connections,b.ChildRemoved:connect(function(d)configureAnimationSet(W,y)end))local M=b:GetAttribute("\076\105\110\101\097\114\086\101\108\111\099\105\116\121")if M then strafingLocomotionMap[W]={lv=M,speed=M.Magnitude}end if W=="\114\117\110"or W=="\119\097\108\107"then if M then fallbackLocomotionMap[W]=strafingLocomotionMap[W]else local y=W=="\114\117\110"and RUN_SPEED or WALK_SPEED fallbackLocomotionMap[W]={lv=Vector2.new(.0,y),speed=y}locomotionMap=fallbackLocomotionMap warn("\083\116\114\097\102\101 \098\108\101\110\100\105\110\103 \100\105\115\097\098\108\101\100\046 \078\111 \108\105\110\101\097\114 \118\101\108\111\099\105\116\121 \105\110\102\111\114\109\097\116\105\111\110 \102\111\114 \"\119\097\108\107\" \097\110\100 \"\114\117\110\"\046")end end end end end if animTable[W].count<=0 then for y,d in pairs(y)do animTable[W][y]={}animTable[W][y].anim=Instance.new("\065\110\105\109\097\116\105\111\110")animTable[W][y].anim.Name=W animTable[W][y].anim.AnimationId=d.id animTable[W][y].weight=d.weight animTable[W].count=animTable[W].count+1 animTable[W].totalWeight=animTable[W].totalWeight+d.weight end end for W,y in pairs(animTable)do for W=1,y.count,1 do if PreloadedAnims[y[W].anim.AnimationId]==nil then Humanoid:LoadAnimation(y[W].anim)PreloadedAnims[y[W].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 = {}

	-- check for config values
	local config = script:FindFirstChild(name)
	if (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))
				local lv = childPart:GetAttribute("LinearVelocity")
				if lv then
					strafingLocomotionMap[name] = {lv=lv, speed = lv.Magnitude}
				end
				if name == "run" or name == "walk" then
										
					if lv then
						fallbackLocomotionMap[name] = strafingLocomotionMap[name]
					else
						local speed = name == "run" and RUN_SPEED or WALK_SPEED
						fallbackLocomotionMap[name] = {lv=Vector2.new(0.0, speed), speed = speed}
						locomotionMap = fallbackLocomotionMap
						-- If you don't have a linear velocity with your run or walk, you can't blend/strafe
						warn("Strafe blending disabled. No linear velocity information for "..'"'.."walk"..'"'.." and "..'"'.."run"..'"'..".")
					end

				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
