--!strict local System = script.Parent local Assets = System.Assets local Anims = Assets.Animations local Data = table.freeze({ SLOW_LEDGE_GRAB = Anims.SLOW_LEDGE_GRAB, FALL_OVER_BACKWARDS = Anims.FALL_OVER_BACKWARDS, BACKWARD_AIR_KB = Anims.BACKWARD_AIR_KB, DYING_ON_BACK = Anims.DYING_ON_BACK, BACKFLIP = Anims.BACKFLIP, CLIMB_UP_POLE = Anims.CLIMB_UP_POLE, GRAB_POLE_SHORT = Anims.GRAB_POLE_SHORT, GRAB_POLE_SWING_PART1 = Anims.GRAB_POLE_SWING_PART1, GRAB_POLE_SWING_PART2 = Anims.GRAB_POLE_SWING_PART2, HANDSTAND_IDLE = Anims.HANDSTAND_IDLE, HANDSTAND_JUMP = Anims.HANDSTAND_JUMP, START_HANDSTAND = Anims.START_HANDSTAND, RETURN_FROM_HANDSTAND = Anims.RETURN_FROM_HANDSTAND, IDLE_ON_POLE = Anims.IDLE_ON_POLE, A_POSE = Anims.A_POSE, SKID_ON_GROUND = Anims.SKID_ON_GROUND, STOP_SKID = Anims.STOP_SKID, CROUCH_FROM_FAST_LONGJUMP = Anims.CROUCH_FROM_FAST_LONGJUMP, CROUCH_FROM_SLOW_LONGJUMP = Anims.CROUCH_FROM_SLOW_LONGJUMP, FAST_LONGJUMP = Anims.FAST_LONGJUMP, SLOW_LONGJUMP = Anims.SLOW_LONGJUMP, AIRBORNE_ON_STOMACH = Anims.AIRBORNE_ON_STOMACH, WALK_WITH_LIGHT_OBJ = Anims.WALK_WITH_LIGHT_OBJ, RUN_WITH_LIGHT_OBJ = Anims.RUN_WITH_LIGHT_OBJ, SLOW_WALK_WITH_LIGHT_OBJ = Anims.SLOW_WALK_WITH_LIGHT_OBJ, SHIVERING_WARMING_HAND = Anims.SHIVERING_WARMING_HAND, SHIVERING_RETURN_TO_IDLE = Anims.SHIVERING_RETURN_TO_IDLE, SHIVERING = Anims.SHIVERING, CLIMB_DOWN_LEDGE = Anims.CLIMB_DOWN_LEDGE, CREDITS_WAVING = Anims.CREDITS_WAVING, CREDITS_LOOK_UP = Anims.CREDITS_LOOK_UP, CREDITS_RETURN_FROM_LOOK_UP = Anims.CREDITS_RETURN_FROM_LOOK_UP, CREDITS_RAISE_HAND = Anims.CREDITS_RAISE_HAND, CREDITS_LOWER_HAND = Anims.CREDITS_LOWER_HAND, CREDITS_TAKE_OFF_CAP = Anims.CREDITS_TAKE_OFF_CAP, CREDITS_START_WALK_LOOK_UP = Anims.CREDITS_START_WALK_LOOK_UP, CREDITS_LOOK_BACK_THEN_RUN = Anims.CREDITS_LOOK_BACK_THEN_RUN, -- FINAL_BOWSER_RAISE_HAND_SPIN = Anims.FINAL_BOWSER_RAISE_HAND_SPIN; -- FINAL_BOWSER_WING_CAP_TAKE_OFF = Anims.FINAL_BOWSER_WING_CAP_TAKE_OFF; CREDITS_PEACE_SIGN = Anims.CREDITS_PEACE_SIGN, STAND_UP_FROM_LAVA_BOOST = Anims.STAND_UP_FROM_LAVA_BOOST, FIRE_LAVA_BURN = Anims.FIRE_LAVA_BURN, WING_CAP_FLY = Anims.WING_CAP_FLY, HANG_ON_OWL = Anims.HANG_ON_OWL, LAND_ON_STOMACH = Anims.LAND_ON_STOMACH, FORWARD_AIR_KB = Anims.FORWARD_AIR_KB, DYING_ON_STOMACH = Anims.DYING_ON_STOMACH, SUFFOCATING = Anims.SUFFOCATING, COUGHING = Anims.COUGHING, THROW_CATCH_KEY = Anims.THROW_CATCH_KEY, DYING_FALL_OVER = Anims.DYING_FALL_OVER, IDLE_ON_LEDGE = Anims.IDLE_ON_LEDGE, FAST_LEDGE_GRAB = Anims.FAST_LEDGE_GRAB, HANG_ON_CEILING = Anims.HANG_ON_CEILING, PUT_CAP_ON = Anims.PUT_CAP_ON, TAKE_CAP_OFF_THEN_ON = Anims.TAKE_CAP_OFF_THEN_ON, QUICKLY_PUT_CAP_ON = Anims.QUICKLY_PUT_CAP_ON, -- unused HEAD_STUCK_IN_GROUND = Anims.HEAD_STUCK_IN_GROUND, GROUND_POUND_LANDING = Anims.GROUND_POUND_LANDING, TRIPLE_JUMP_GROUND_POUND = Anims.TRIPLE_JUMP_GROUND_POUND, START_GROUND_POUND = Anims.START_GROUND_POUND, GROUND_POUND = Anims.GROUND_POUND, BOTTOM_STUCK_IN_GROUND = Anims.BOTTOM_STUCK_IN_GROUND, IDLE_WITH_LIGHT_OBJ = Anims.IDLE_WITH_LIGHT_OBJ, JUMP_LAND_WITH_LIGHT_OBJ = Anims.JUMP_LAND_WITH_LIGHT_OBJ, JUMP_WITH_LIGHT_OBJ = Anims.JUMP_WITH_LIGHT_OBJ, FALL_LAND_WITH_LIGHT_OBJ = Anims.FALL_LAND_WITH_LIGHT_OBJ, FALL_WITH_LIGHT_OBJ = Anims.FALL_WITH_LIGHT_OBJ, FALL_FROM_SLIDING_WITH_LIGHT_OBJ = Anims.FALL_FROM_SLIDING_WITH_LIGHT_OBJ, SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ = Anims.SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ, STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ = Anims.STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ, RIDING_SHELL = Anims.RIDING_SHELL, WALKING = Anims.WALKING, FORWARD_FLIP = Anims.FORWARD_FLIP, -- unused JUMP_RIDING_SHELL = Anims.JUMP_RIDING_SHELL, LAND_FROM_DOUBLE_JUMP = Anims.LAND_FROM_DOUBLE_JUMP, DOUBLE_JUMP_FALL = Anims.DOUBLE_JUMP_FALL, SINGLE_JUMP = Anims.SINGLE_JUMP, LAND_FROM_SINGLE_JUMP = Anims.LAND_FROM_SINGLE_JUMP, AIR_KICK = Anims.AIR_KICK, DOUBLE_JUMP_RISE = Anims.DOUBLE_JUMP_RISE, START_FORWARD_SPINNING = Anims.START_FORWARD_SPINNING, -- unused THROW_LIGHT_OBJECT = Anims.THROW_LIGHT_OBJECT, FALL_FROM_SLIDE_KICK = Anims.FALL_FROM_SLIDE_KICK, BEND_KNESS_RIDING_SHELL = Anims.BEND_KNESS_RIDING_SHELL, -- unused LEGS_STUCK_IN_GROUND = Anims.LEGS_STUCK_IN_GROUND, GENERAL_FALL = Anims.GENERAL_FALL, GENERAL_LAND = Anims.GENERAL_LAND, BEING_GRABBED = Anims.BEING_GRABBED, GRAB_HEAVY_OBJECT = Anims.GRAB_HEAVY_OBJECT, SLOW_LAND_FROM_DIVE = Anims.SLOW_LAND_FROM_DIVE, FLY_FROM_CANNON = Anims.FLY_FROM_CANNON, MOVE_ON_WIRE_NET_RIGHT = Anims.MOVE_ON_WIRE_NET_RIGHT, MOVE_ON_WIRE_NET_LEFT = Anims.MOVE_ON_WIRE_NET_LEFT, MISSING_CAP = Anims.MISSING_CAP, PULL_DOOR_WALK_IN = Anims.PULL_DOOR_WALK_IN, PUSH_DOOR_WALK_IN = Anims.PUSH_DOOR_WALK_IN, UNLOCK_DOOR = Anims.UNLOCK_DOOR, START_REACH_POCKET = Anims.START_REACH_POCKET, -- unused, reaching keys maybe? REACH_POCKET = Anims.REACH_POCKET, -- unused STOP_REACH_POCKET = Anims.STOP_REACH_POCKET, -- unused GROUND_THROW = Anims.GROUND_THROW, GROUND_KICK = Anims.GROUND_KICK, FIRST_PUNCH = Anims.FIRST_PUNCH, SECOND_PUNCH = Anims.SECOND_PUNCH, FIRST_PUNCH_FAST = Anims.FIRST_PUNCH_FAST, SECOND_PUNCH_FAST = Anims.SECOND_PUNCH_FAST, PICK_UP_LIGHT_OBJ = Anims.PICK_UP_LIGHT_OBJ, PUSHING = Anims.PUSHING, START_RIDING_SHELL = Anims.START_RIDING_SHELL, PLACE_LIGHT_OBJ = Anims.PLACE_LIGHT_OBJ, FORWARD_SPINNING = Anims.FORWARD_SPINNING, BACKWARD_SPINNING = Anims.BACKWARD_SPINNING, BREAKDANCE = Anims.BREAKDANCE, RUNNING = Anims.RUNNING, RUNNING_UNUSED = Anims.RUNNING_UNUSED, -- unused duplicate, originally part 2? SOFT_BACK_KB = Anims.SOFT_BACK_KB, SOFT_FRONT_KB = Anims.SOFT_FRONT_KB, DYING_IN_QUICKSAND = Anims.DYING_IN_QUICKSAND, IDLE_IN_QUICKSAND = Anims.IDLE_IN_QUICKSAND, MOVE_IN_QUICKSAND = Anims.MOVE_IN_QUICKSAND, ELECTROCUTION = Anims.ELECTROCUTION, SHOCKED = Anims.SHOCKED, BACKWARD_KB = Anims.BACKWARD_KB, FORWARD_KB = Anims.FORWARD_KB, IDLE_HEAVY_OBJ = Anims.IDLE_HEAVY_OBJ, -- STAND_AGAINST_WALL = Anims.STAND_AGAINST_WALL; SIDESTEP_LEFT = Anims.SIDESTEP_LEFT, SIDESTEP_RIGHT = Anims.SIDESTEP_RIGHT, START_SLEEP_IDLE = Anims.START_SLEEP_IDLE, START_SLEEP_SCRATCH = Anims.START_SLEEP_SCRATCH, START_SLEEP_YAWN = Anims.START_SLEEP_YAWN, START_SLEEP_SITTING = Anims.START_SLEEP_SITTING, SLEEP_IDLE = Anims.SLEEP_IDLE, SLEEP_START_LYING = Anims.SLEEP_START_LYING, SLEEP_LYING = Anims.SLEEP_LYING, DIVE = Anims.DIVE, SLIDE_DIVE = Anims.SLIDE_DIVE, GROUND_BONK = Anims.GROUND_BONK, STOP_SLIDE_LIGHT_OBJ = Anims.STOP_SLIDE_LIGHT_OBJ, SLIDE_KICK = Anims.SLIDE_KICK, CROUCH_FROM_SLIDE_KICK = Anims.CROUCH_FROM_SLIDE_KICK, SLIDE_MOTIONLESS = Anims.SLIDE_MOTIONLESS, -- unused STOP_SLIDE = Anims.STOP_SLIDE, FALL_FROM_SLIDE = Anims.FALL_FROM_SLIDE, SLIDE = Anims.SLIDE, TIPTOE = Anims.TIPTOE, TWIRL_LAND = Anims.TWIRL_LAND, TWIRL = Anims.TWIRL, START_TWIRL = Anims.START_TWIRL, STOP_CROUCHING = Anims.STOP_CROUCHING, START_CROUCHING = Anims.START_CROUCHING, CROUCHING = Anims.CROUCHING, CRAWLING = Anims.CRAWLING, STOP_CRAWLING = Anims.STOP_CRAWLING, START_CRAWLING = Anims.START_CRAWLING, SUMMON_STAR = Anims.SUMMON_STAR, RETURN_STAR_APPROACH_DOOR = Anims.RETURN_STAR_APPROACH_DOOR, BACKWARDS_WATER_KB = Anims.BACKWARDS_WATER_KB, SWIM_WITH_OBJ_PART1 = Anims.SWIM_WITH_OBJ_PART1, SWIM_WITH_OBJ_PART2 = Anims.SWIM_WITH_OBJ_PART2, FLUTTERKICK_WITH_OBJ = Anims.FLUTTERKICK_WITH_OBJ, WATER_ACTION_END_WITH_OBJ = Anims.WATER_ACTION_END_WITH_OBJ, -- either swimming or flutterkicking STOP_GRAB_OBJ_WATER = Anims.STOP_GRAB_OBJ_WATER, WATER_IDLE_WITH_OBJ = Anims.WATER_IDLE_WITH_OBJ, DROWNING_PART1 = Anims.DROWNING_PART1, DROWNING_PART2 = Anims.DROWNING_PART2, WATER_DYING = Anims.WATER_DYING, WATER_FORWARD_KB = Anims.WATER_FORWARD_KB, FALL_FROM_WATER = Anims.FALL_FROM_WATER, SWIM_PART1 = Anims.SWIM_PART1, SWIM_PART2 = Anims.SWIM_PART2, FLUTTERKICK = Anims.FLUTTERKICK, WATER_ACTION_END = Anims.WATER_ACTION_END, -- either swimming or flutterkicking WATER_PICK_UP_OBJ = Anims.WATER_PICK_UP_OBJ, WATER_GRAB_OBJ_PART2 = Anims.WATER_GRAB_OBJ_PART2, WATER_GRAB_OBJ_PART1 = Anims.WATER_GRAB_OBJ_PART1, WATER_THROW_OBJ = Anims.WATER_THROW_OBJ, WATER_IDLE = Anims.WATER_IDLE, WATER_STAR_DANCE = Anims.WATER_STAR_DANCE, RETURN_FROM_WATER_STAR_DANCE = Anims.RETURN_FROM_WATER_STAR_DANCE, -- GRAB_BOWSER = Anims.GRAB_BOWSER; -- SWINGING_BOWSER = Anims.SWINGING_BOWSER; -- RELEASE_BOWSER = Anims.RELEASE_BOWSER; -- HOLDING_BOWSER = Anims.HOLDING_BOWSER; HEAVY_THROW = Anims.HEAVY_THROW, WALK_PANTING = Anims.WALK_PANTING, WALK_WITH_HEAVY_OBJ = Anims.WALK_WITH_HEAVY_OBJ, TURNING_PART1 = Anims.TURNING_PART1, TURNING_PART2 = Anims.TURNING_PART2, SLIDEFLIP_LAND = Anims.SLIDEFLIP_LAND, SLIDEFLIP = Anims.SLIDEFLIP, TRIPLE_JUMP_LAND = Anims.TRIPLE_JUMP_LAND, TRIPLE_JUMP = Anims.TRIPLE_JUMP, FIRST_PERSON = Anims.FIRST_PERSON, IDLE_HEAD_LEFT = Anims.IDLE_HEAD_LEFT, IDLE_HEAD_RIGHT = Anims.IDLE_HEAD_RIGHT, IDLE_HEAD_CENTER = Anims.IDLE_HEAD_CENTER, HANDSTAND_LEFT = Anims.HANDSTAND_LEFT, HANDSTAND_RIGHT = Anims.HANDSTAND_RIGHT, WAKE_FROM_SLEEP = Anims.WAKE_FROM_SLEEP, WAKE_FROM_LYING = Anims.WAKE_FROM_LYING, START_TIPTOE = Anims.START_TIPTOE, SLIDEJUMP = Anims.SLIDEJUMP, -- pole jump and wall kick START_WALLKICK = Anims.START_WALLKICK, STAR_DANCE = Anims.STAR_DANCE, RETURN_FROM_STAR_DANCE = Anims.RETURN_FROM_STAR_DANCE, FORWARD_SPINNING_FLIP = Anims.FORWARD_SPINNING_FLIP, TRIPLE_JUMP_FLY = Anims.TRIPLE_JUMP_FLY, }) task.spawn(function() local ContentProvider = game:GetService("ContentProvider") local preload = {} for name, anim in pairs(Data) do table.insert(preload, anim) end ContentProvider:PreloadAsync(preload) end) return Data