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