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

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
