<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer>
	<Data>
		<StateMachines>
			<StateMachine name="Action">
				<States>
					<State name="None"/>
					<State name="Punch"/>
				</States>
				<Transitions>
					<Transition to="None" from="Punch">
						<Condition>
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
						</Condition>
					</Transition>
					<Transition to="Punch" from="None">
						<Condition>
							<IsAction>PUNCH</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>

		<Sprite name="s_Chunkzooka" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="27,14"/>
		<Sprite name="s_MuzzleFlash" fileName="game/particles10.rttex" textureSize="32" frame="7,22"/>
		<Sprite name="s_Punch" fileName="game/particles10.rttex" textureSize="32" frame="8,22"/>
		<Sprite name="s_Splat" fileName="game/particles10.rttex" textureSize="32" frame="9,22"/>
		<Sprite name="s_Crack" fileName="game/particles10.rttex" textureSize="32" frame="10,23"/>
		<Sprite name="s_Chunk" fileName="game/particles10.rttex" textureSize="32" frame="10,22"/>
		
		<ParticleSystems>
			<ParticleSystem name="Chunks" updateStage="OnDestroyedTile">
				<Emitter>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">15</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_Chunk</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.5, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="useGravity">true</Set>
					<Set name="lifeTime">1</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="50,100"/>
					<Set name="gravityVector">0, 100</Set>
					<Random name="initialRotationRate" min="0" max="360"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="MuzzleFlash" updateStage="RenderBackHandItem" updateState="Action.Punch" renderStage="RenderBackHandItem">
				<Emitter attachment="handspotRoot">
					<Set name="offset">7, 21</Set>
					<Set name="lifeTime">0.3</Set>
					<Set name="emissionInterval">0.05</Set>
					<Set name="infParticles">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_MuzzleFlash</Set>
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.15</Set>
					<Set name="initialAngle">90</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="Punch" updateStage="RenderBackHandItem" updateState="Action.Punch" secondary="Splat">
				<Emitter attachment="handspotRoot">
					<Set name="offset">6, 3</Set>
					<Set name="lifeTime">0.3</Set>
					<Set name="emissionInterval">0.05</Set>
					<Set name="infParticles">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_Punch</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.4</Set>
					<VectorTo name="initialVelocity" source="targetPos" offset="targetPosOffset" duration="lifeTime" x="1"/>
					<Set name="initialAngle">90</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="Splat">
				<Emitter>
					<Set name="offset">0, 0</Set>
					<Set name="infParticles">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="delayTimer">0.4</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_Splat</Set>
					<Random name="offset" min="-4, -4" max="4, 4"/>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="useGravity">true</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 0.8, 0.8</KeyFrame>
						<KeyFrame>1, 1.5, 1.5</KeyFrame>
					</Curve>
					<Set name="lifeTime">1</Set>
					<Random name="initialAngle" min="0" max="360"/>
					<Set name="gravityVector">0, 20</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>

		<RenderOptions>
			<Default>
				<Set name="PunchSoundOverride">HAND</Set>
				<Set name="PlayDefaultPunchAudio">false</Set>
				<Set name="RenderBackArmBuild">true</Set>
				<Set name="RenderFrontArmInfected">true</Set>
				<Set name="RenderBackArmInfected">true</Set>
				<Set name="IncludeAllActions">true</Set>
				<Set name="DefaultRenderMannequinHandItem">false</Set>
			</Default>
		</RenderOptions>

		<TileStampData>
			<Set name="FileName">game/particles10.rttex</Set>
			<Set name="EndFrame">10,23</Set>
			<Set name="FrameCount">4</Set>
		</TileStampData>
	</Data>

	<RenderRules>
		<OnPunchUpdate>
			<AvatarTransform class="Emotion">
				<Set name="emotion">WRY</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm1Angle</Set>
				<Set name="pointTowardsPunchTarget">true</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<RenderBackArm>
			<ContextUpdate type="PositionSinPulse" onState="Action.Punch">
				<Set name="period">200</Set>
				<Set name="scale">-2</Set>
				<Set name="clamp">true</Set>
			</ContextUpdate>
		</RenderBackArm>
		<RenderBackHandItem>
			<StopIf>
				<IsAction>BUILD</IsAction>
			</StopIf>
			<StopIf type="and">
				<IsZombified>true</IsZombified>
				<IsAction>PUNCH</IsAction>
			</StopIf>
			<SpriteRender name="s_Chunkzooka" offset="8,-6" rotateOffset="true" rotationPoint="0,1" alignment="CENTER" blend="PREMULTIPLIED_ALPHA"/>
		</RenderBackHandItem>
	</RenderRules>
</ItemRenderer>