<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_DUAL_SPEARS_OF_DIARMUID">
	<Data>
		<Sprite name="red_spear_Sprite" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="5,2"/>
		<Sprite name="yellow_spear_Sprite" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="4,2"/>
		<Sprite name="glove" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="21,11"/>
		<Sprite name="hit_Sprite" fileName="game/particles11.rttex" textureSize="32"/>
		<Sprite name="particle_red" fileName="game/particles11.rttex" textureSize="32" frame="23,15"/>
		<Sprite name="particle_yellow" fileName="game/particles_large12.rttex" textureSize="64" frame="14,0"/>
		
		<Animations>
			<SpriteAnimation name="hit_Sprites" autoPlay="false" sprite="hit_Sprite">
				<Frame>21,15</Frame>
				<Frame>22,15</Frame>
			</SpriteAnimation>
		</Animations>
		
		<ParticleSystems>
			<ParticleSystem name="yellow_slash_particle">
				<Emitter onPunchCount="odd">
					<Set name="offset">0,-18</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">particle_yellow</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</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>
					<Set name="initialScale">2,2</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>
			<ParticleSystem name="red_slash_particle">
				<Emitter onPunchCount="even">
					<Set name="offset">0,-18</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">particle_red</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</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>
					<Set name="initialScale">2,2</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>
			<ParticleSystem name="hit_particle">
				<Emitter>
					<Set name="offset">0,0</Set>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">10</Set>
					<Set name="delayTimer">0.0</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">hit_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.5</Set>
					<Set name="initalRGB">1,1,1</Set>
					<Set name="initialScale">1,1</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="interpolateAlpha">true</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="200,250"/>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		
		<RenderOptions>
			<Default>
				<Set name="HideParticlesOnTransform">false</Set>
				<Set name="PunchSoundOverride">HAND</Set>
				<Set name="RenderBackArmInfected">true</Set>
				<Set name="RenderBackArmBuild">false</Set>
				<Set name="DefaultRenderMannequinHandItem">false</Set>
			</Default>
		</RenderOptions>
	</Data>

	<RenderRules>
		<Update>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<AvatarTransform class="ArmAngle" onAction="IDLE|WALK|JUMP|JUMPSTART|FALL|DANCE">
				<Set name="armName">arm1Angle</Set>
				<Set name="armAngle">-130</Set>
			</AvatarTransform>
		</Update>
		<AddClothingParticles>
			<StopIf>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
		</AddClothingParticles>
		<RenderBackHandItem>
			<StopIf type="and">
				<IsZombified>true</IsZombified>
				<IsAction>PUNCH</IsAction>
			</StopIf>
			<SpriteRender name="glove" offset="-4.6,11" rotateOffset="true" rotationPoint="0,1" alignment="CENTER" blend="PREMULTIPLIED_ALPHA"/>
			<SpriteRender name="yellow_spear_Sprite" offset="8,4" rotationPoint="0,1" alignment="CENTER" rotateOffset="true" blend="PREMULTIPLIED_ALPHA"/>
		</RenderBackHandItem>
		<RenderHandItem>
			<SpriteRender name="glove" rotateOffset="true" alignment="UPPER_CENTER" blend="PREMULTIPLIED_ALPHA"/>
			<SpriteRender name="red_spear_Sprite" offset="0,8" rotateOffset="true" useFixedRotation="true" blend="PREMULTIPLIED_ALPHA" onAction="IDLE|WALK|JUMP|JUMPSTART|FALL|DANCE"/>
			<SpriteRender name="red_spear_Sprite" offset="0,8" rotateOffset="true" rotateToTarget="true" blend="PREMULTIPLIED_ALPHA" onAction="PUNCH"/>
		</RenderHandItem>
		<OnPunchStart>
			<ParticleSystemUpdate name="yellow_slash_particle"/>
			<ParticleSystemUpdate name="red_slash_particle"/>
		</OnPunchStart>
		<OnPunchUpdate>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm1Angle</Set>
				<Set name="armAngle">1080</Set>
				<Set name="isAdditive">true</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">1080</Set>
				<Set name="isAdditive">true</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<OnDamagedTile>
			<ParticleSystemUpdate name="hit_particle"/>
		</OnDamagedTile>
		<OnDestroyedTile>
			<ParticleSystemUpdate name="hit_particle"/>
		</OnDestroyedTile>
		<SwitchOffClothingParticles>
			<ParticleSystemOff name="yellow_slash_particle"/>
			<ParticleSystemOff name="red_slash_particle"/>
			<ParticleSystemOff name="hit_particle"/>
		</SwitchOffClothingParticles>
	</RenderRules>
</ItemRenderer>