--!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, 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, 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, }