<?xml version="1.0"?>
<ItemRenderer item="ITEM_ID_BIOLOGICAL_BLADE">
    <Data>
      <Sprite name="s_FrontArm" fileName="game/particles_large11.rttex" textureSize="64" frame="13,13"/>
      <Sprite name="s_PunchSlash" fileName="game/particles_large11.rttex" textureSize="64" frame="15,11"/>

      <StateMachines>
        <StateMachine name="Punch">
          <States>
            <State name="True"/>
            <State name="False"/>
          </States>
          <Transitions>
            <Transition from="False" to="True">
              <Condition type="and">
                <IsAction>PUNCH</IsAction>
                <IsZombified>false</IsZombified>
              </Condition>
            </Transition>
            <Transition from="True" to="False">
              <Condition>
                <IsAction operatorType="NotEqual">PUNCH</IsAction>
              </Condition>
            </Transition>
          </Transitions>
        </StateMachine>
      </StateMachines>

      <Animations>
        <SpriteAnimation name="a_PunchArm" sprite="s_FrontArm" animTime="700" isLoop="true" playOnState="Punch.False">
          <Frame>13,13</Frame>
          <Frame>14,13</Frame>
          <Frame>15,13</Frame>
          <Frame>8,13</Frame>
        </SpriteAnimation>
        <SpriteAnimation name="a_NonPunchArm" sprite="s_FrontArm" animTime="100" isLoop="true" playOnState="Punch.True">
          <Frame>15,10</Frame>
        </SpriteAnimation>
      </Animations>

      <RenderOptions>
        <Default>
          <Set name="PunchSoundOverride">HAND</Set>
          <Set name="PlayDefaultPunchAudio">false</Set>
          <Set name="DefaultRenderMannequinHandItem">false</Set>
          <Set name="RenderFrontArmInfected">true</Set>
        </Default>
      </RenderOptions>

      <TileStampData>
        <Set name="FileName">game/particles11.rttex</Set>
        <Set name="EndFrame">17,23</Set>
        <Set name="FrameCount">4</Set>
      </TileStampData>
    
  <ParticleSystems>
			<ParticleSystem name="slash_particle">
				<Emitter>
					<Set name="offset">0,-16</Set>
					<Set name="emissionInterval">0.25</Set>
					<Set name="lifeTime">0.25</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_PunchSlash</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Set name="lifeTime">0.4</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="interpolateAlpha">false</Set>
					<Set name="initialAlpha">1</Set>
					<Set name="finalAlpha">1</Set>
					<Set name="interpolateVelocity">true</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1" angle="0"/>
					<VectorTo name="finalVelocity" source="targetPos" duration="lifeTime" x="1" angle="0"/>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
    </Data>

    <RenderRules>
      <RenderHandItem>
        <SpriteRender name="s_FrontArm" offset="0,0" rotateOffset="true" rotationPoint="0,1" alignment="CENTER" blend="PREMULTIPLIED_ALPHA"/>
      </RenderHandItem>
      <OnPunchStart>
        <ParticleSystemUpdate name="slash_particle"/>
      </OnPunchStart>
      <OnPunchUpdate>
        <StopIf>
          <IsZombified>true</IsZombified>
        </StopIf>
        <AvatarTransform class="Emotion">
          <Set name="emotion">ANGRY</Set>
        </AvatarTransform>
        <AvatarTransform class="ArmAngle">
          <Set name="armName">arm2Angle</Set>
          <Set name="armAngle">1200</Set>
          <Set name="isAdditive">true</Set>
        </AvatarTransform>
        <AvatarTransform class="ArmAngle">
          <Set name="armName">arm1Angle</Set>
          <Set name="armAngle">0</Set>
        </AvatarTransform>
      </OnPunchUpdate>
    </RenderRules>
  </ItemRenderer>