sm64-roblox-liberty-prime/shared/init.lua

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--!strict
local Animations = script.Animations
local Sounds = script.Sounds
local AnimTable = {
SLOW_LEDGE_GRAB = Animations.SLOW_LEDGE_GRAB,
FALL_OVER_BACKWARDS = Animations.FALL_OVER_BACKWARDS,
BACKWARD_AIR_KB = Animations.BACKWARD_AIR_KB,
DYING_ON_BACK = Animations.DYING_ON_BACK,
BACKFLIP = Animations.BACKFLIP,
CLIMB_UP_POLE = Animations.CLIMB_UP_POLE,
GRAB_POLE_SHORT = Animations.GRAB_POLE_SHORT,
GRAB_POLE_SWING_PART1 = Animations.GRAB_POLE_SWING_PART1,
GRAB_POLE_SWING_PART2 = Animations.GRAB_POLE_SWING_PART2,
HANDSTAND_IDLE = Animations.HANDSTAND_IDLE,
HANDSTAND_JUMP = Animations.HANDSTAND_JUMP,
START_HANDSTAND = Animations.START_HANDSTAND,
RETURN_FROM_HANDSTAND = Animations.RETURN_FROM_HANDSTAND,
IDLE_ON_POLE = Animations.IDLE_ON_POLE,
A_POSE = Animations.A_POSE,
SKID_ON_GROUND = Animations.SKID_ON_GROUND,
STOP_SKID = Animations.STOP_SKID,
CROUCH_FROM_FAST_LONGJUMP = Animations.CROUCH_FROM_FAST_LONGJUMP,
CROUCH_FROM_SLOW_LONGJUMP = Animations.CROUCH_FROM_SLOW_LONGJUMP,
FAST_LONGJUMP = Animations.FAST_LONGJUMP,
SLOW_LONGJUMP = Animations.SLOW_LONGJUMP,
AIRBORNE_ON_STOMACH = Animations.AIRBORNE_ON_STOMACH,
WALK_WITH_LIGHT_OBJ = Animations.WALK_WITH_LIGHT_OBJ,
RUN_WITH_LIGHT_OBJ = Animations.RUN_WITH_LIGHT_OBJ,
SLOW_WALK_WITH_LIGHT_OBJ = Animations.SLOW_WALK_WITH_LIGHT_OBJ,
SHIVERING_WARMING_HAND = Animations.SHIVERING_WARMING_HAND,
SHIVERING_RETURN_TO_IDLE = Animations.SHIVERING_RETURN_TO_IDLE,
SHIVERING = Animations.SHIVERING,
CLIMB_DOWN_LEDGE = Animations.CLIMB_DOWN_LEDGE,
CREDITS_WAVING = Animations.CREDITS_WAVING,
CREDITS_LOOK_UP = Animations.CREDITS_LOOK_UP,
CREDITS_RETURN_FROM_LOOK_UP = Animations.CREDITS_RETURN_FROM_LOOK_UP,
CREDITS_RAISE_HAND = Animations.CREDITS_RAISE_HAND,
CREDITS_LOWER_HAND = Animations.CREDITS_LOWER_HAND,
CREDITS_TAKE_OFF_CAP = Animations.CREDITS_TAKE_OFF_CAP,
CREDITS_START_WALK_LOOK_UP = Animations.CREDITS_START_WALK_LOOK_UP,
CREDITS_LOOK_BACK_THEN_RUN = Animations.CREDITS_LOOK_BACK_THEN_RUN,
-- FINAL_BOWSER_RAISE_HAND_SPIN = Animations.FINAL_BOWSER_RAISE_HAND_SPIN;
-- FINAL_BOWSER_WING_CAP_TAKE_OFF = Animations.FINAL_BOWSER_WING_CAP_TAKE_OFF;
CREDITS_PEACE_SIGN = Animations.CREDITS_PEACE_SIGN,
STAND_UP_FROM_LAVA_BOOST = Animations.STAND_UP_FROM_LAVA_BOOST,
FIRE_LAVA_BURN = Animations.FIRE_LAVA_BURN,
WING_CAP_FLY = Animations.WING_CAP_FLY,
HANG_ON_OWL = Animations.HANG_ON_OWL,
LAND_ON_STOMACH = Animations.LAND_ON_STOMACH,
FORWARD_AIR_KB = Animations.FORWARD_AIR_KB,
DYING_ON_STOMACH = Animations.DYING_ON_STOMACH,
SUFFOCATING = Animations.SUFFOCATING,
COUGHING = Animations.COUGHING,
THROW_CATCH_KEY = Animations.THROW_CATCH_KEY,
DYING_FALL_OVER = Animations.DYING_FALL_OVER,
IDLE_ON_LEDGE = Animations.IDLE_ON_LEDGE,
FAST_LEDGE_GRAB = Animations.FAST_LEDGE_GRAB,
HANG_ON_CEILING = Animations.HANG_ON_CEILING,
PUT_CAP_ON = Animations.PUT_CAP_ON,
TAKE_CAP_OFF_THEN_ON = Animations.TAKE_CAP_OFF_THEN_ON,
QUICKLY_PUT_CAP_ON = Animations.QUICKLY_PUT_CAP_ON, -- unused
HEAD_STUCK_IN_GROUND = Animations.HEAD_STUCK_IN_GROUND,
GROUND_POUND_LANDING = Animations.GROUND_POUND_LANDING,
TRIPLE_JUMP_GROUND_POUND = Animations.TRIPLE_JUMP_GROUND_POUND,
START_GROUND_POUND = Animations.START_GROUND_POUND,
GROUND_POUND = Animations.GROUND_POUND,
BOTTOM_STUCK_IN_GROUND = Animations.BOTTOM_STUCK_IN_GROUND,
IDLE_WITH_LIGHT_OBJ = Animations.IDLE_WITH_LIGHT_OBJ,
JUMP_LAND_WITH_LIGHT_OBJ = Animations.JUMP_LAND_WITH_LIGHT_OBJ,
JUMP_WITH_LIGHT_OBJ = Animations.JUMP_WITH_LIGHT_OBJ,
FALL_LAND_WITH_LIGHT_OBJ = Animations.FALL_LAND_WITH_LIGHT_OBJ,
FALL_WITH_LIGHT_OBJ = Animations.FALL_WITH_LIGHT_OBJ,
FALL_FROM_SLIDING_WITH_LIGHT_OBJ = Animations.FALL_FROM_SLIDING_WITH_LIGHT_OBJ,
SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ = Animations.SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ,
STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ = Animations.STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ,
RIDING_SHELL = Animations.RIDING_SHELL,
WALKING = Animations.WALKING,
FORWARD_FLIP = Animations.FORWARD_FLIP, -- unused
JUMP_RIDING_SHELL = Animations.JUMP_RIDING_SHELL,
LAND_FROM_DOUBLE_JUMP = Animations.LAND_FROM_DOUBLE_JUMP,
DOUBLE_JUMP_FALL = Animations.DOUBLE_JUMP_FALL,
SINGLE_JUMP = Animations.SINGLE_JUMP,
LAND_FROM_SINGLE_JUMP = Animations.LAND_FROM_SINGLE_JUMP,
AIR_KICK = Animations.AIR_KICK,
DOUBLE_JUMP_RISE = Animations.DOUBLE_JUMP_RISE,
START_FORWARD_SPINNING = Animations.START_FORWARD_SPINNING, -- unused
THROW_LIGHT_OBJECT = Animations.THROW_LIGHT_OBJECT,
FALL_FROM_SLIDE_KICK = Animations.FALL_FROM_SLIDE_KICK,
BEND_KNESS_RIDING_SHELL = Animations.BEND_KNESS_RIDING_SHELL, -- unused
LEGS_STUCK_IN_GROUND = Animations.LEGS_STUCK_IN_GROUND,
GENERAL_FALL = Animations.GENERAL_FALL,
GENERAL_LAND = Animations.GENERAL_LAND,
BEING_GRABBED = Animations.BEING_GRABBED,
GRAB_HEAVY_OBJECT = Animations.GRAB_HEAVY_OBJECT,
SLOW_LAND_FROM_DIVE = Animations.SLOW_LAND_FROM_DIVE,
FLY_FROM_CANNON = Animations.FLY_FROM_CANNON,
MOVE_ON_WIRE_NET_RIGHT = Animations.MOVE_ON_WIRE_NET_RIGHT,
MOVE_ON_WIRE_NET_LEFT = Animations.MOVE_ON_WIRE_NET_LEFT,
MISSING_CAP = Animations.MISSING_CAP,
PULL_DOOR_WALK_IN = Animations.PULL_DOOR_WALK_IN,
PUSH_DOOR_WALK_IN = Animations.PUSH_DOOR_WALK_IN,
UNLOCK_DOOR = Animations.UNLOCK_DOOR,
START_REACH_POCKET = Animations.START_REACH_POCKET, -- unused, reaching keys maybe?
REACH_POCKET = Animations.REACH_POCKET, -- unused
STOP_REACH_POCKET = Animations.STOP_REACH_POCKET, -- unused
GROUND_THROW = Animations.GROUND_THROW,
GROUND_KICK = Animations.GROUND_KICK,
FIRST_PUNCH = Animations.FIRST_PUNCH,
SECOND_PUNCH = Animations.SECOND_PUNCH,
FIRST_PUNCH_FAST = Animations.FIRST_PUNCH_FAST,
SECOND_PUNCH_FAST = Animations.SECOND_PUNCH_FAST,
PICK_UP_LIGHT_OBJ = Animations.PICK_UP_LIGHT_OBJ,
PUSHING = Animations.PUSHING,
START_RIDING_SHELL = Animations.START_RIDING_SHELL,
PLACE_LIGHT_OBJ = Animations.PLACE_LIGHT_OBJ,
FORWARD_SPINNING = Animations.FORWARD_SPINNING,
BACKWARD_SPINNING = Animations.BACKWARD_SPINNING,
BREAKDANCE = Animations.BREAKDANCE,
RUNNING = Animations.RUNNING,
RUNNING_UNUSED = Animations.RUNNING_UNUSED, -- unused duplicate, originally part 2?
SOFT_BACK_KB = Animations.SOFT_BACK_KB,
SOFT_FRONT_KB = Animations.SOFT_FRONT_KB,
DYING_IN_QUICKSAND = Animations.DYING_IN_QUICKSAND,
IDLE_IN_QUICKSAND = Animations.IDLE_IN_QUICKSAND,
MOVE_IN_QUICKSAND = Animations.MOVE_IN_QUICKSAND,
ELECTROCUTION = Animations.ELECTROCUTION,
SHOCKED = Animations.SHOCKED,
BACKWARD_KB = Animations.BACKWARD_KB,
FORWARD_KB = Animations.FORWARD_KB,
IDLE_HEAVY_OBJ = Animations.IDLE_HEAVY_OBJ,
-- STAND_AGAINST_WALL = Animations.STAND_AGAINST_WALL;
SIDESTEP_LEFT = Animations.SIDESTEP_LEFT,
SIDESTEP_RIGHT = Animations.SIDESTEP_RIGHT,
START_SLEEP_IDLE = Animations.START_SLEEP_IDLE,
START_SLEEP_SCRATCH = Animations.START_SLEEP_SCRATCH,
START_SLEEP_YAWN = Animations.START_SLEEP_YAWN,
START_SLEEP_SITTING = Animations.START_SLEEP_SITTING,
SLEEP_IDLE = Animations.SLEEP_IDLE,
SLEEP_START_LYING = Animations.SLEEP_START_LYING,
SLEEP_LYING = Animations.SLEEP_LYING,
DIVE = Animations.DIVE,
SLIDE_DIVE = Animations.SLIDE_DIVE,
GROUND_BONK = Animations.GROUND_BONK,
STOP_SLIDE_LIGHT_OBJ = Animations.STOP_SLIDE_LIGHT_OBJ,
SLIDE_KICK = Animations.SLIDE_KICK,
CROUCH_FROM_SLIDE_KICK = Animations.CROUCH_FROM_SLIDE_KICK,
SLIDE_MOTIONLESS = Animations.SLIDE_MOTIONLESS, -- unused
STOP_SLIDE = Animations.STOP_SLIDE,
FALL_FROM_SLIDE = Animations.FALL_FROM_SLIDE,
SLIDE = Animations.SLIDE,
TIPTOE = Animations.TIPTOE,
TWIRL_LAND = Animations.TWIRL_LAND,
TWIRL = Animations.TWIRL,
START_TWIRL = Animations.START_TWIRL,
STOP_CROUCHING = Animations.STOP_CROUCHING,
START_CROUCHING = Animations.START_CROUCHING,
CROUCHING = Animations.CROUCHING,
CRAWLING = Animations.CRAWLING,
STOP_CRAWLING = Animations.STOP_CRAWLING,
START_CRAWLING = Animations.START_CRAWLING,
SUMMON_STAR = Animations.SUMMON_STAR,
RETURN_STAR_APPROACH_DOOR = Animations.RETURN_STAR_APPROACH_DOOR,
BACKWARDS_WATER_KB = Animations.BACKWARDS_WATER_KB,
SWIM_WITH_OBJ_PART1 = Animations.SWIM_WITH_OBJ_PART1,
SWIM_WITH_OBJ_PART2 = Animations.SWIM_WITH_OBJ_PART2,
FLUTTERKICK_WITH_OBJ = Animations.FLUTTERKICK_WITH_OBJ,
WATER_ACTION_END_WITH_OBJ = Animations.WATER_ACTION_END_WITH_OBJ, -- either swimming or flutterkicking
STOP_GRAB_OBJ_WATER = Animations.STOP_GRAB_OBJ_WATER,
WATER_IDLE_WITH_OBJ = Animations.WATER_IDLE_WITH_OBJ,
DROWNING_PART1 = Animations.DROWNING_PART1,
DROWNING_PART2 = Animations.DROWNING_PART2,
WATER_DYING = Animations.WATER_DYING,
WATER_FORWARD_KB = Animations.WATER_FORWARD_KB,
FALL_FROM_WATER = Animations.FALL_FROM_WATER,
SWIM_PART1 = Animations.SWIM_PART1,
SWIM_PART2 = Animations.SWIM_PART2,
FLUTTERKICK = Animations.FLUTTERKICK,
WATER_ACTION_END = Animations.WATER_ACTION_END, -- either swimming or flutterkicking
WATER_PICK_UP_OBJ = Animations.WATER_PICK_UP_OBJ,
WATER_GRAB_OBJ_PART2 = Animations.WATER_GRAB_OBJ_PART2,
WATER_GRAB_OBJ_PART1 = Animations.WATER_GRAB_OBJ_PART1,
WATER_THROW_OBJ = Animations.WATER_THROW_OBJ,
WATER_IDLE = Animations.WATER_IDLE,
WATER_STAR_DANCE = Animations.WATER_STAR_DANCE,
RETURN_FROM_WATER_STAR_DANCE = Animations.RETURN_FROM_WATER_STAR_DANCE,
-- GRAB_BOWSER = Animations.GRAB_BOWSER;
-- SWINGING_BOWSER = Animations.SWINGING_BOWSER;
-- RELEASE_BOWSER = Animations.RELEASE_BOWSER;
-- HOLDING_BOWSER = Animations.HOLDING_BOWSER;
HEAVY_THROW = Animations.HEAVY_THROW,
WALK_PANTING = Animations.WALK_PANTING,
WALK_WITH_HEAVY_OBJ = Animations.WALK_WITH_HEAVY_OBJ,
TURNING_PART1 = Animations.TURNING_PART1,
TURNING_PART2 = Animations.TURNING_PART2,
SLIDEFLIP_LAND = Animations.SLIDEFLIP_LAND,
SLIDEFLIP = Animations.SLIDEFLIP,
TRIPLE_JUMP_LAND = Animations.TRIPLE_JUMP_LAND,
TRIPLE_JUMP = Animations.TRIPLE_JUMP,
FIRST_PERSON = Animations.FIRST_PERSON,
IDLE_HEAD_LEFT = Animations.IDLE_HEAD_LEFT,
IDLE_HEAD_RIGHT = Animations.IDLE_HEAD_RIGHT,
IDLE_HEAD_CENTER = Animations.IDLE_HEAD_CENTER,
HANDSTAND_LEFT = Animations.HANDSTAND_LEFT,
HANDSTAND_RIGHT = Animations.HANDSTAND_RIGHT,
WAKE_FROM_SLEEP = Animations.WAKE_FROM_SLEEP,
WAKE_FROM_LYING = Animations.WAKE_FROM_LYING,
START_TIPTOE = Animations.START_TIPTOE,
SLIDEJUMP = Animations.SLIDEJUMP, -- pole jump and wall kick
START_WALLKICK = Animations.START_WALLKICK,
STAR_DANCE = Animations.STAR_DANCE,
RETURN_FROM_STAR_DANCE = Animations.RETURN_FROM_STAR_DANCE,
FORWARD_SPINNING_FLIP = Animations.FORWARD_SPINNING_FLIP,
TRIPLE_JUMP_FLY = Animations.TRIPLE_JUMP_FLY,
}
local SoundTable = {
ACTION_BONK = Sounds.ACTION_BONK,
ACTION_FLYING_FAST = Sounds.ACTION_FLYING_FAST,
ACTION_HIT = Sounds.ACTION_HIT,
ACTION_METAL_BONK = Sounds.ACTION_METAL_BONK,
ACTION_METAL_HEAVY_LANDING = Sounds.ACTION_METAL_HEAVY_LANDING,
ACTION_METAL_LANDING = Sounds.ACTION_METAL_LANDING,
ACTION_METAL_STEP = Sounds.ACTION_METAL_STEP,
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ACTION_METAL_JUMP = Sounds.ACTION_METAL_JUMP,
ACTION_PAT_BACK = Sounds.ACTION_PAT_BACK,
ACTION_SIDE_FLIP = Sounds.ACTION_SIDE_FLIP,
ACTION_SPIN = Sounds.ACTION_SPIN,
ACTION_HEAVY_LANDING = Sounds.ACTION_HEAVY_LANDING,
ACTION_TERRAIN_BODY_HIT_GROUND = Sounds.ACTION_TERRAIN_BODY_HIT_GROUND,
ACTION_TERRAIN_JUMP = Sounds.ACTION_TERRAIN_JUMP,
ACTION_TERRAIN_LANDING = Sounds.ACTION_TERRAIN_LANDING,
ACTION_TERRAIN_STEP = Sounds.ACTION_TERRAIN_STEP,
ACTION_THROW = Sounds.ACTION_THROW,
ACTION_TWIRL = Sounds.ACTION_TWIRL,
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ACTION_METAL_LAND_WATER = Sounds.ACTION_METAL_LAND_WATER,
ACTION_METAL_JUMP_WATER = Sounds.ACTION_METAL_LAND_WATER,
ACTION_WATER_ENTER = Sounds.ACTION_WATER_ENTER,
ACTION_WATER_EXIT = Sounds.ACTION_WATER_EXIT,
ACTION_SWIM_KICK = Sounds.ACTION_SWIM_KICK,
ACTION_SWIM_FAST = Sounds.ACTION_SWIM_FAST,
ACTION_SWIM = Sounds.ACTION_SWIM,
MARIO_ATTACKED = Sounds.MARIO_ATTACKED,
MARIO_DOH = Sounds.MARIO_DOH,
MARIO_GROUND_POUND_WAH = Sounds.MARIO_GROUND_POUND_WAH,
MARIO_HAHA = Sounds.MARIO_HAHA,
MARIO_HOO = Sounds.MARIO_HOO,
MARIO_HOOHOO = Sounds.MARIO_HOOHOO,
MARIO_IMA_TIRED = Sounds.MARIO_IMA_TIRED,
MARIO_MAMA_MIA = Sounds.MARIO_MAMA_MIA,
MARIO_ON_FIRE = Sounds.MARIO_ON_FIRE,
MARIO_OOOF = Sounds.MARIO_OOOF,
MARIO_PANTING = Sounds.MARIO_PANTING,
MARIO_PUNCH_YAH = Sounds.MARIO_PUNCH_YAH,
MARIO_PUNCH_WAH = Sounds.MARIO_PUNCH_WAH,
MARIO_PUNCH_HOO = Sounds.MARIO_PUNCH_HOO,
MARIO_SNORING1 = Sounds.MARIO_SNORING1,
MARIO_SNORING2 = Sounds.MARIO_SNORING2,
MARIO_SNORING3 = Sounds.MARIO_SNORING3,
MARIO_UH = Sounds.MARIO_UH,
MARIO_UH2 = Sounds.MARIO_UH2,
MARIO_WAAAOOOW = Sounds.MARIO_WAAAOOOW,
MARIO_WAH = Sounds.MARIO_WAH,
MARIO_WAHA = Sounds.MARIO_WAHA,
MARIO_WHOA = Sounds.MARIO_WHOA,
MARIO_YAH = Sounds.MARIO_YAH,
MARIO_YAHOO = Sounds.MARIO_YAHOO,
MARIO_YAWNING = Sounds.MARIO_YAWNING,
MARIO_YIPPEE = Sounds.MARIO_YIPPEE,
MOVING_FLYING = Sounds.MOVING_FLYING,
MOVING_LAVA_BURN = Sounds.MOVING_LAVA_BURN,
MOVING_TERRAIN_SLIDE = Sounds.MOVING_TERRAIN_SLIDE,
MARIO_JUMP = Sounds.MARIO_JUMP,
MARIO_YAH_WAH_HOO = Sounds.MARIO_YAH_WAH_HOO,
MARIO_YAHOO_WAHA_YIPPEE = Sounds.MARIO_YAHOO_WAHA_YIPPEE,
ACTION_TERRAIN_STEP_DEFAULT = Sounds.ACTION_TERRAIN_STEP_DEFAULT,
ACTION_TERRAIN_STEP_GRASS = Sounds.ACTION_TERRAIN_STEP_GRASS,
ACTION_TERRAIN_STEP_ICE = Sounds.ACTION_TERRAIN_STEP_ICE,
ACTION_TERRAIN_STEP_METAL = Sounds.ACTION_TERRAIN_STEP_METAL,
ACTION_TERRAIN_STEP_SAND = Sounds.ACTION_TERRAIN_STEP_SAND,
ACTION_TERRAIN_STEP_SNOW = Sounds.ACTION_TERRAIN_STEP_SNOW,
ACTION_TERRAIN_STEP_SPOOKY = Sounds.ACTION_TERRAIN_STEP_SPOOKY,
ACTION_TERRAIN_STEP_STONE = Sounds.ACTION_TERRAIN_STEP_STONE,
ACTION_TERRAIN_LANDING_DEFAULT = Sounds.ACTION_TERRAIN_LANDING_DEFAULT,
ACTION_TERRAIN_LANDING_GRASS = Sounds.ACTION_TERRAIN_LANDING_GRASS,
ACTION_TERRAIN_LANDING_ICE = Sounds.ACTION_TERRAIN_LANDING_ICE,
ACTION_TERRAIN_LANDING_METAL = Sounds.ACTION_TERRAIN_LANDING_METAL,
ACTION_TERRAIN_LANDING_SAND = Sounds.ACTION_TERRAIN_LANDING_SAND,
ACTION_TERRAIN_LANDING_SNOW = Sounds.ACTION_TERRAIN_LANDING_SNOW,
ACTION_TERRAIN_LANDING_SPOOKY = Sounds.ACTION_TERRAIN_LANDING_SPOOKY,
ACTION_TERRAIN_LANDING_STONE = Sounds.ACTION_TERRAIN_LANDING_STONE,
ACTION_TERRAIN_JUMP_DEFAULT = Sounds.ACTION_TERRAIN_LANDING_DEFAULT,
ACTION_TERRAIN_JUMP_GRASS = Sounds.ACTION_TERRAIN_LANDING_GRASS,
ACTION_TERRAIN_JUMP_ICE = Sounds.ACTION_TERRAIN_LANDING_ICE,
ACTION_TERRAIN_JUMP_METAL = Sounds.ACTION_TERRAIN_LANDING_METAL,
ACTION_TERRAIN_JUMP_SAND = Sounds.ACTION_TERRAIN_LANDING_SAND,
ACTION_TERRAIN_JUMP_SNOW = Sounds.ACTION_TERRAIN_LANDING_SNOW,
ACTION_TERRAIN_JUMP_SPOOKY = Sounds.ACTION_TERRAIN_LANDING_SPOOKY,
ACTION_TERRAIN_JUMP_STONE = Sounds.ACTION_TERRAIN_LANDING_STONE,
}
task.spawn(function()
local ContentProvider = game:GetService("ContentProvider")
local preload = {}
for _, anim in pairs(AnimTable) do
table.insert(preload, anim)
end
ContentProvider:PreloadAsync(preload)
end)
setmetatable(SoundTable, {
__index = function(_, k)
warn("UNKNOWN SOUND:", k)
end,
})
return {
Animations = AnimTable,
Sounds = SoundTable,
}