<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_BALLOON_BACKPACK">
	<Data>
		<StateMachines>
			<StateMachine name="Mobility">
				<States>
					<State name="OnGround"/>
					<State name="InAir"/>
				</States>
				<Transitions>
					<Transition to="OnGround" from="InAir">
						<Condition>
							<IsVariableBool name="onGround">true</IsVariableBool>
						</Condition>
					</Transition>
					<Transition to="InAir" from="OnGround">
						<Condition>
							<IsVariableBool name="onGround">false</IsVariableBool>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<StateMachine name="Action">
				<States>
					<State name="None"/>
					<State name="Punch"/>
					<State name="Sleep"/>
				</States>
				<Transitions>
					<Transition to="None" from="Punch|Sleep">
						<Condition type="and">
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
							<IsAction operatorType="NotEqual">SLEEP</IsAction>
						</Condition>
					</Transition>
					<Transition to="Punch" from="None|Sleep">
						<Condition type="and">
							<IsAction>PUNCH</IsAction>
							<IsAction operatorType="NotEqual">SLEEP</IsAction>
						</Condition>
					</Transition>
					<Transition to="Sleep" from="None|Punch">
						<Condition>
							<IsAction>SLEEP</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		
		<Sprite name="s_ballons" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="23,13"/>
		<Sprite name="s_ballons_pop" fileName="game/particles_large12.rttex" textureSize="64"/>
		
		<Animations>
			<SpriteCurveAnimation name="a_ballons_move" autoPlay="true" isLoop="true" sprite="s_ballons" animTime="8000">
				<Curve name="pos">
					<KeyFrame>0, 0, 0</KeyFrame>
					<KeyFrame>0.25, -4, 0</KeyFrame>
					<KeyFrame>0.5, 0, 0</KeyFrame>
					<KeyFrame>0.75, 4, 0</KeyFrame>
					<KeyFrame>1, 0, 0</KeyFrame>
				</Curve>
			</SpriteCurveAnimation>
			<CurveAnimationVec3 name="BaloonOffset1Move" useFacing="LEFT" autoPlay="true" isLoop="true" animTime="8000">
				<Curve name="BaloonOffset1">
					<KeyFrame>0, -10, -50, 0</KeyFrame>
					<KeyFrame>0.25, -14.5, -50, 0</KeyFrame>
					<KeyFrame>0.5,  -10, -50, 0</KeyFrame>
					<KeyFrame>0.75,  -5.5, -50, 0</KeyFrame>
					<KeyFrame>1, -10, -50, 0</KeyFrame>
				</Curve>
			</CurveAnimationVec3>	
			<CurveAnimationVec3 name="BaloonOffset2Move" autoPlay="true" isLoop="true" animTime="8000">
				<Curve name="BaloonOffset2">
					<KeyFrame>0, -1, -62, 0</KeyFrame>
					<KeyFrame>0.25, -5.5, -62, 0</KeyFrame>
					<KeyFrame>0.5,  -1, -62, 0</KeyFrame>
					<KeyFrame>0.75,  3.5, -62, 0</KeyFrame>
					<KeyFrame>1, -1, -62, 0</KeyFrame>
				</Curve>
			</CurveAnimationVec3>			
			<CurveAnimationVec3 name="BaloonOffset3Move" autoPlay="true" isLoop="true" animTime="8000">
				<Curve name="BaloonOffset3">
					<KeyFrame>0, 8, -50, 0</KeyFrame>
					<KeyFrame>0.25, 3.5, -50, 0</KeyFrame>
					<KeyFrame>0.5,  8, -50, 0</KeyFrame>
					<KeyFrame>0.75,  12.5, -50, 0</KeyFrame>
					<KeyFrame>1, 8, -50, 0</KeyFrame>
				</Curve>
			</CurveAnimationVec3>	
			<SpriteAnimation name="a_ballons_pop" sprite="s_ballons_pop" animTime="300">
				<Frame>0,13</Frame>
				<Frame>1,13</Frame>
				<Frame>2,13</Frame>
				<Frame>3,13</Frame>
				<Frame>4,13</Frame>
				<Frame>5,13</Frame>
			</SpriteAnimation>
		</Animations>
		
		<ParticleSystems>
			<ParticleSystem name="ps_balloon_pop" updateStage="OnKilled">
				<Emitter>
					<Set name="offset">0, -58</Set>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_ballons_pop</Set>
					<Set name="lifeTime">0.25</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<VariableMap>
			<Set name="BaloonOffset1">-21.75,-39.05, 1</Set>
			<Set name="BaloonOffset2">-21.75,-39.05, 1</Set>
			<Set name="BaloonOffset3">-21.75,-39.05, 1</Set>
			<Set name="BaloonOffset">0, -16, 0</Set>
			<Set name="facingVariable">1, 1, 1</Set>
		</VariableMap>
		<RenderOptions>
			<Default>
				<Set name="ShouldHover">true</Set>
				<Set name="IncludeAllActions">true</Set>
				<Set name="IgnorePunchTypeCheck">true</Set>
			</Default>
		</RenderOptions>
	</Data>

	<RenderRules>
		<Update>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<AvatarTransform class="ArmAngle" onState="Action.None">
				<Set name="armName">arm1Angle</Set>
				<Set name="armAngle">0</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle" onState="Action.None">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">0</Set>
			</AvatarTransform>
			<AvatarTransform class="Face" onState="Action.None">
				<Set name="face">NORMAL</Set>
			</AvatarTransform>
			<AvatarTransform class="FootPosition" onState="Mobility.OnGround">
				<Set name="foot1dy">0</Set>
				<Set name="foot2dy">0</Set>
				<Set name="foot1y">0</Set>
				<Set name="foot2y">0</Set>
			</AvatarTransform>
		</Update>
		<RenderBehind value="playerCenter">
			<StopIf>
				<IsAction>DIE</IsAction>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<ArithmethicOperation LeftHandVariableName="BaloonOffset1" RightHandVariableName="facingVariable" OperationType="Multiply" />
			<ArithmethicOperation LeftHandVariableName="BaloonOffset2" RightHandVariableName="facingVariable" OperationType="Multiply" />
			<ArithmethicOperation LeftHandVariableName="BaloonOffset3" RightHandVariableName="facingVariable" OperationType="Multiply" />
			<LineRender color="235,235,235,255" StartPointVariableName="BaloonOffset" EndPointVariableName="BaloonOffset1" />
			<LineRender color="235,235,235,255" StartPointVariableName="BaloonOffset" EndPointVariableName="BaloonOffset2" />
			<LineRender color="235,235,235,255" StartPointVariableName="BaloonOffset" EndPointVariableName="BaloonOffset3" />
			<SpriteRender name="s_ballons" offset="0,-44" alignment="DOWN_CENTER"/>
		</RenderBehind>
	</RenderRules>
</ItemRenderer>