<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer>
	<Data>
		<StateMachines>
			<StateMachine name="Action">
				<States>
					<State name="None"/>
					<State name="Punch"/>
					<State name="ZombiePunch"/>
				</States>
				<Transitions>
					<Transition to="None" from="Punch|ZombiePunch">
						<Condition>
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
						</Condition>
					</Transition>
					<Transition to="Punch" from="None|ZombiePunch">
						<Condition type="and">
							<IsAction>PUNCH</IsAction>
							<IsZombified>false</IsZombified>
						</Condition>
					</Transition>
					<Transition to="ZombiePunch" from="None|Punch">
						<Condition type="and">
							<IsAction>PUNCH</IsAction>
							<IsZombified>true</IsZombified>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		
		<Sprite name="s_pot" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="22,12"/>
		<Sprite name="s_pot_particles" fileName="game/particles11.rttex" textureSize="32" frame="6,18"/>
		<Sprite name="s_ghost_particles" fileName="game/particles11.rttex" textureSize="32" frame="7,18"/>
		<Sprite name="s_crack_particles" fileName="game/particles11.rttex" textureSize="32"/>
		<Sprite name="s_smoke_particles" fileName="game/particles11.rttex" textureSize="32"/>
		
		<Animations>
			<SpriteAnimation name="a_crack_particles" sprite="s_crack_particles" animTime="200">
				<Frame>8,18</Frame>
				<Frame>9,18</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_smoke_particles" sprite="s_smoke_particles" animTime="500">
				<Frame>10,18</Frame>
				<Frame>11,18</Frame>
				<Frame>12,18</Frame>
				<Frame>13,18</Frame>
				<Frame>14,18</Frame>
				<Frame>15,18</Frame>
				<Frame>16,18</Frame>
				<Frame>17,18</Frame>
				<Frame>18,18</Frame>
				<Frame>19,18</Frame>
			</SpriteAnimation>
		</Animations>
		
		<RenderOptions>
			<Default>
				<Set name="IncludeAllActions">true</Set>
				<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
				<Set name="RenderBackArmInTheFront">true</Set>
				<Set name="RenderFrontArmInTheFront">true</Set>
				<Set name="RenderFrontArmInfected">true</Set>
				<Set name="RenderBackArmInfected">true</Set>
				<Set name="DefaultRenderMannequinHandItem">false</Set>
			</Default>
			<Override overrideOnAction="PUNCH">
				<Set name="RenderBackArmInTheFront">false</Set>
			</Override>
			<Override overrideOnAction="BUILD">
				<Set name="RenderBackArmInTheFront">false</Set>
			</Override>
		</RenderOptions>
		
		<ParticleSystems>
			<ParticleSystem name="HitCrackParticle" updateStage="OnDamagedTile">
				<Emitter>
					<Set name="particlesPerEmission">8</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_crack_particles</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.8, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="useGravity">true</Set>
					<Random name="initialScale" min="0.4, 0.4" max="0.8, 0.8"/>
					<Set name="lifeTime">0.5</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="80,150"/>
					<Set name="gravityVector">0, 100</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="HitGhostParticle" updateStage="OnDamagedTile">
				<Emitter>
					<Set name="lifeTime">0.3</Set>
					<Set name="emissionInterval">0.1</Set>
					<Set name="infParticles">true</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_ghost_particles</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0</KeyFrame>
						<KeyFrame>0.1, 0</KeyFrame>
						<KeyFrame>0.25, 0.8</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Curve name="initialScale">
						<KeyFrame>0, 0.1, 0.1</KeyFrame>
						<KeyFrame>1, 1, 1</KeyFrame>
					</Curve>
					<Set name="lifeTime">1</Set>
					<RandomRadial name="initialVelocity" angleRange="-180,180" radiusRange="50,100"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="HitSmokeParticle" updateStage="OnDamagedTile" renderStage="RenderInFront">
				<Emitter>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_smoke_particles</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.8, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="initialScale">1.5, 1.5</Set>
					<Set name="lifeTime">0.5</Set>
					<Set name="initialVelocity">0, 0</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="PunchParticle" updateStage="OnPunchStart">
				<Emitter>
					<Set name="offset">0, -8</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_pot_particles</Set>
					<Set name="rotateWithVelocity">false</Set>
					<Set name="useGravity">true</Set>
					<Set name="lifeTime">0.5</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1" upSpeed="-600"/>
					<Set name="gravityVector">0, 2400</Set>
					<Random name="initialRotationRate" min="400" max="700"/>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
	</Data>

	<RenderRules>
		<OnPunchUpdate>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">-800</Set>
				<Set name="isAdditive">true</Set>
				<Set name="pointTowardsPunchTarget">false</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm1Angle</Set>
				<Set name="armAngle">-800</Set>
				<Set name="isAdditive">true</Set>
				<Set name="pointTowardsPunchTarget">false</Set>
			</AvatarTransform>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<RenderFrontArm>
			<AvatarTransform class="ArmAngle" onState="Action.None">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">0</Set>
			</AvatarTransform>
			<ContextUpdate type="PositionFootY" onState="Action.None"/>
		</RenderFrontArm>
		<RenderBackArm>
			<AvatarTransform class="ArmAngle" onState="Action.None">
				<Set name="armName">arm1Angle</Set>
				<Set name="armAngle">0</Set>
			</AvatarTransform>
			<ContextUpdate type="PositionFootY" onState="Action.None"/>
		</RenderBackArm>
		<RenderHandItem>
			<SpriteRender name="s_pot" rotateOffset="true" offset="8,-2" alignment="CENTER" onState="Action.None|Action.ZombiePunch"/>
		</RenderHandItem>
	</RenderRules>
</ItemRenderer>