<?xml version="1.0"?>
<ItemRenderer item="ITEM_ID_AXED_TREE">
	<Data>
		<Sprite name="s_HandItem" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="31,20" />
		<Sprite name="s_PunchParticle" fileName="game/particles_large13.rttex" textureSize="64" frame="15,11" />
		<Sprite name="s_Sparkles" fileName="game/particles11.rttex" textureSize="32" frame="12,25" />
		<Sprite name="s_Tree" fileName="game/particles_large13.rttex" textureSize="64" frame="8,11" />
		<Sprite name="s_SparkleTrail" fileName="game/particles11.rttex" textureSize="32" frame="9,11" />
		<Sprite name="s_HitStampParticle" fileName="game/particles11.rttex" textureSize="32" frame="7,25" />
		<Animations>
			<SpriteAnimation name="a_Sparkles" sprite="s_Sparkles" animTime="300" autoPlay="true" isLoop="true">
				<Frame>12,25</Frame>
				<Frame>13,25</Frame>
				<Frame>14,25</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_SparkleTrail" sprite="s_SparkleTrail">
				<Frame>12,25</Frame>
				<Frame>13,25</Frame>
				<Frame>14,25</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_Tree" sprite="s_Tree" animTime="1400" autoPlay="true" isLoop="true">
				<Frame>8,11</Frame>
				<Frame>9,11</Frame>
				<Frame>10,11</Frame>
				<Frame>11,11</Frame>
				<Frame>12,11</Frame>
				<Frame>13,11</Frame>
				<Frame>14,11</Frame>
			</SpriteAnimation>
      <SpriteCurveAnimation name="a_treeAlpha" sprite="s_Tree" autoPlay="true">
        <Curve name="alpha">
          <KeyFrame>0.f, 0.5f</KeyFrame>
        </Curve>
      </SpriteCurveAnimation>
    </Animations>
		<RenderOptions>
			<Default>
				<Set name="ShouldHover">true</Set>
        <Set name="IgnoreDefaultDamagedTileEffect">true</Set>
        <Set name="RenderFrontArmInfected">true</Set>
        <Set name="DefaultRenderMannequinHandItem">false</Set>
        <Set name="UserNameOffset">28</Set>
			</Default>
		</RenderOptions>
    <TileStampData>
      <Set name="FileName">game/particles11.rttex</Set>
      <Set name="EndFrame">11,25</Set>
      <Set name="FrameCount">4</Set>
    </TileStampData>
		<ParticleSystems>
			<ParticleSystem name="ps_Punch" secondary="trail_particle">
				<Emitter>
          <Random name="offset" min="0, -32" max="-50, -48" />
					<Set name="offsetFacing">true</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_PunchParticle</Set>
					<Set name="interpolateVelocity">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="rotateWithVelocity">true</Set>
          <Select name="initialAngle" input="punchCount">
            <Item>45</Item>
            <Item>0</Item>
            <Item>-45</Item>
          </Select>
          <Select name="finalAngle" input="punchCount">
            <Item>-45</Item>
            <Item>0</Item>
            <Item>45</Item>
          </Select>
          <Select name="finalAlpha" input="punchCount">
            <Item>1.4f</Item>
            <Item>1.f</Item>
            <Item>1.4f</Item>
          </Select>
					<Set name="initialScale">0.4, 0.4</Set>
					<Set name="lifeTime">0.5</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="finalAlpha" angle="initialAngle" />
					<VectorTo name="finalVelocity" source="targetPos" duration="lifeTime" x="finalAlpha" angle="finalAngle" />
				</Particle>
			</ParticleSystem>
      <ParticleSystem name="trail_particle">
        <Emitter>
          <Set name="lifeTime">0.4</Set>
          <Set name="particlesPerEmission">1</Set>
          <Set name="particlesToEmit">15</Set>
          <Set name="emissionInterval">0.035</Set>
          <Set name="checkParticleNumToEmit">true</Set>
        </Emitter>
        <Particle randomSpriteFrame="true">
          <Set name="sprite">s_SparkleTrail</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Random name="initialScale" min="0.5" max="1" />
          <Set name="lifeTime">0.3</Set>
        </Particle>
      </ParticleSystem>
			<ParticleSystem name="ps_TreeSparkles" updateStage="AddClothingParticles" renderStage="RenderBehind">
				<Emitter>
					<Set name="offset">-26, -40</Set>
					<Set name="offsetFacing">true</Set>
					<Set name="emissionInterval">0.4</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">2</Set>
					<Set name="particlesToEmit">2</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_Sparkles</Set>
					<Set name="relativeToEmitter">true</Set>
					<Random name="offset" min="-32, -18" max="32, 16" />
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>0.8, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.85</Set>
				</Particle>
			</ParticleSystem>
      <ParticleSystem name="hit_particle_spark">
        <Emitter>
          <Set name="lifeTime">0.25</Set>
          <Set name="particlesPerEmission">8</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle randomSpriteFrame="true">
          <Set name="sprite">s_SparkleTrail</Set>
          <Set name="blendingMode">ADDITIVE</Set>
          <Set name="lifeTime">1</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Curve name="initialScale">
            <KeyFrame>0, 1,1</KeyFrame>
            <KeyFrame>1, 0.25,0.25</KeyFrame>
          </Curve>
          <Random name="initialRotationRate" min="5" max="15" />
          <Random name="offset" min="0" max="16" />
          <Set name="useGravity">true</Set>
          <Set name="gravityVector">0, 100</Set>
          <RandomRadial name="initialVelocity" angleRange="45,315" radiusRange="80,200" />
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="destroy_particle_spark">
        <Emitter>
          <Set name="lifeTime">0.25</Set>
          <Set name="particlesPerEmission">16</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle randomSpriteFrame="true">
          <Set name="sprite">s_SparkleTrail</Set>
          <Set name="blendingMode">ADDITIVE</Set>
          <Set name="lifeTime">1</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Curve name="initialScale">
            <KeyFrame>0, 1,1</KeyFrame>
            <KeyFrame>1, 0.25,0.25</KeyFrame>
          </Curve>
          <Random name="initialRotationRate" min="5" max="15" />
          <Random name="offset" min="0" max="16" />
          <Set name="useGravity">true</Set>
          <Set name="gravityVector">0, 100</Set>
          <RandomRadial name="initialVelocity" angleRange="45,315" radiusRange="80,200" />
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="hit_stamp_particle">
        <Emitter>
          <Set name="lifeTime">1</Set>
          <Set name="particlesPerEmission">1</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_HitStampParticle</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Set name="lifeTime">1</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Curve name="initialScale">
            <KeyFrame>0, 1,1</KeyFrame>
            <KeyFrame>1, 1.3,1.3</KeyFrame>
          </Curve>
          <Random name="initialAngle" min="0" max="360" />
        </Particle>
      </ParticleSystem>
		</ParticleSystems>
	</Data>
	<RenderRules>
		<Update>
			<StopIf>
				<IsZombified>true</IsZombified>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<AvatarTransform class="FootPosition">
				<Set name="foot1dy">0</Set>
				<Set name="foot2dy">0</Set>
				<Set name="foot1y">0</Set>
				<Set name="foot2y">0</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">180</Set>
			</AvatarTransform>
		</Update>
		<OnPunchUpdate>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm1Angle</Set>
				<Set name="pointTowardsPunchTarget">true</Set>
			</AvatarTransform>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<RenderHandItem>
			<SpriteRender name="s_HandItem" offset="8,-2" rotateOffset="true" rotationPoint="0,1" />
		</RenderHandItem>
		<RenderBehind value="playerCenter">
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<SpriteRender name="s_Tree" offset="-26,-26" drawShadow="false" />
		</RenderBehind>
		<OnPunchStart>
			<ParticleSystemUpdate name="ps_Punch" />
		</OnPunchStart>
    <OnDamagedTile>
      <ParticleSystemUpdate name="hit_particle_spark" />
      <ParticleSystemUpdate name="hit_stamp_particle" />
    </OnDamagedTile>
    <OnDestroyedTile>
      <ParticleSystemUpdate name="destroy_particle_spark" />
    </OnDestroyedTile>
	</RenderRules>
</ItemRenderer>
