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 T=n*1.25 local Y=getHeightScale()local F=T/Y return F end local T=.0001 local function Y(Y)local F=.5 local v=1 local G=n(Y)local g=T local j=T local u=G/F local U=G/v if G<=F then g=1 elseif G<v then local n=(G-F)/(v-F)g=1-n j=n u=1 U=1 else j=1 end currentAnimTrack:AdjustWeight(g)runAnimTrack:AdjustWeight(j)currentAnimTrack:AdjustSpeed(u)runAnimTrack:AdjustSpeed(U)end function setAnimationSpeed(n)if currentAnim=="\119\097\108\107"then Y(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 T=currentAnimSpeed playAnimation(n,.15,Humanoid)setAnimationSpeed(T)end end end function rollAnimation(n)local T=math.random(1,animTable[n].totalWeight)local Y=T local F=1 while T>animTable[n][F].weight do T=T-animTable[n][F].weight F=F+1 end return F end local function F(n,T,Y,F)if n~=currentAnimInstance then if currentAnimTrack~=nil then currentAnimTrack:Stop(Y)currentAnimTrack:Destroy()end if runAnimTrack~=nil then runAnimTrack:Stop(Y)runAnimTrack:Destroy()if userNoUpdateOnLoop==true then runAnimTrack=nil end end currentAnimSpeed=1.0 currentAnimTrack=F:LoadAnimation(n)currentAnimTrack.Priority=Enum.AnimationPriority.Core currentAnimTrack:Play(Y)currentAnim=T currentAnimInstance=n if currentAnimKeyframeHandler~=nil then currentAnimKeyframeHandler:disconnect()end currentAnimKeyframeHandler=currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)if T=="\119\097\108\107"then local n="\114\117\110"local T=rollAnimation(n)runAnimTrack=F:LoadAnimation(animTable[n][T].anim)runAnimTrack.Priority=Enum.AnimationPriority.Core runAnimTrack:Play(Y)if runAnimKeyframeHandler~=nil then runAnimKeyframeHandler:disconnect()end runAnimKeyframeHandler=runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)end end end function playAnimation(n,T,Y)local v=rollAnimation(n)local G=animTable[n][v].anim F(G,n,T,Y)currentlyPlayingEmote=false end function playEmote(n,T,Y)F(n,n.Name,T,Y)currentlyPlayingEmote=true end


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
