<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_chair" fileName="game/particles_large15.rttex" textureSize="64" frame="13,0" />
		<Sprite name="s_backLayer" fileName="game/particles_large15.rttex" textureSize="64" frame="15,1" />
		<Sprite name="s_backLayer_hair" fileName="game/particles_large15.rttex" textureSize="64" frame="15,0" />
		<Sprite name="s_frontLayer" fileName="game/particles_large15.rttex" textureSize="64" frame="14,1" />
		<Sprite name="s_frontLayer_hair" fileName="game/particles_large15.rttex" textureSize="64" frame="14,0" />
		<Sprite name="s_legs" fileName="game/player_sit.rttex" textureSize="32" frame="1,0" />		
		<Animations>
			<SpriteAnimation name="a_backLayer_idle" sprite="s_backLayer" animTime="200" isLoop="true" playOnState="Motion.Idle">
				<Frame>15,1</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer_idle" sprite="s_frontLayer" animTime="200" isLoop="true" playOnState="Motion.Idle">
				<Frame>14,1</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_backLayer_hair_idle" sprite="s_backLayer_hair" animTime="200" isLoop="true" playOnState="Action.None">
				<Frame>15,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer_hair_idle" sprite="s_frontLayer_hair" animTime="200" isLoop="true" playOnState="Action.None">
				<Frame>14,0</Frame>
			</SpriteAnimation>
			
			<SpriteAnimation name="a_backLayer_move" sprite="s_backLayer" animTime="200" isLoop="true" playOnState="Motion.Move">
				<Frame>11,11</Frame>
				<Frame>11,15</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer_move" sprite="s_frontLayer" animTime="200" isLoop="true" playOnState="Motion.Move">
				<Frame>9,11</Frame>
				<Frame>9,15</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_backLayer_hair_move" sprite="s_backLayer_hair" animTime="200" isLoop="true" playOnState="Action.Move">
				<Frame>10,11</Frame>
				<Frame>10,15</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer_hair_move" sprite="s_frontLayer_hair" animTime="200" isLoop="true" playOnState="Action.Move">
				<Frame>8,11</Frame>
				<Frame>8,15</Frame>
			</SpriteAnimation>

			<SpriteAnimation name="a_backLayer_jump" sprite="s_backLayer" animTime="200" isLoop="true" playOnState="Motion.Jump">
				<Frame>15,3</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer_jump" sprite="s_frontLayer" animTime="200" isLoop="true" playOnState="Motion.Jump">
				<Frame>14,3</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_backLayer_hair_jump" sprite="s_backLayer_hair" animTime="200" isLoop="true" playOnState="Action.Jump">
				<Frame>15,2</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer_hair_jump" sprite="s_frontLayer_hair" animTime="200" isLoop="true" playOnState="Action.Jump">
				<Frame>14,2</Frame>
			</SpriteAnimation>

			<SpriteAnimation name="a_backLayer_fall" sprite="s_backLayer" animTime="200" isLoop="true" playOnState="Motion.Fall">
				<Frame>12,8</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer_fall" sprite="s_frontLayer" animTime="200" isLoop="true" playOnState="Motion.Fall">
				<Frame>11,8</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_backLayer_hair_fall" sprite="s_backLayer_hair" animTime="200" isLoop="true" playOnState="Action.Fall">
				<Frame>12,7</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer_hair_fall" sprite="s_frontLayer_hair" animTime="200" isLoop="true" playOnState="Action.Fall">
				<Frame>11,7</Frame>
			</SpriteAnimation>

			<SpriteAnimation name="a_backLayer_hair_punch" sprite="s_backLayer_hair" animTime="200" isLoop="true" playOnState="Action.Punch">
				<Frame>14,7</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer_hair_punch" sprite="s_frontLayer_hair" animTime="200" isLoop="true" playOnState="Action.Punch">
				<Frame>13,7</Frame>
			</SpriteAnimation>
		</Animations>
		<StateMachines>
			<StateMachine name="Motion">
				<States>
					<State name="Idle" />
					<State name="Move" />
					<State name="Jump" />
					<State name="Fall" />
				</States>
				<Transitions>
					<Transition to="Idle" from="Fall|Move">
						<Condition type="and">
							<IsVariableBool name="onGround">true</IsVariableBool>
							<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="Move" from="Jump|Fall|Idle">
						<Condition type="and">
							<IsVariableBool name="onGround">true</IsVariableBool>
							<IsVariableFloat name="speed.length" operator="Greater" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="Jump" from="Idle|Move">
						<Condition type="and">
							<IsVariableBool name="onGround">false</IsVariableBool>
							<IsVariableFloat name="speed.y" operator="Less">-0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="Fall" from="Jump|Idle|Move">
						<Condition type="and">
							<IsVariableBool name="onGround">false</IsVariableBool>
							<IsVariableFloat name="speed.y" operator="Greater">0.1</IsVariableFloat>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<StateMachine name="Action">
				<States>
					<State name="None" />
					<State name="Punch" />
					<State name="Move" />
					<State name="Jump" />
					<State name="Fall" />
				</States>
				<Transitions>
					<Transition to="None" from="Punch|Move|Jump|Fall">
						<Condition type="and">
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
							<IsVariableBool name="onGround">true</IsVariableBool>
							<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="Punch" from="None|Move|Jump|Fall">
						<Condition>
							<IsAction>PUNCH</IsAction>
						</Condition>
					</Transition>
					<Transition to="Move" from="Jump|Fall|None|Punch">
						<Condition type="and">
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
							<IsVariableBool name="onGround">true</IsVariableBool>
							<IsVariableFloat name="speed.length" operator="Greater" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="Jump" from="None|Move|Punch">
						<Condition type="and">
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
							<IsVariableBool name="onGround">false</IsVariableBool>
							<IsVariableFloat name="speed.y" operator="Less">-0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="Fall" from="Jump|None|Move|Punch">
						<Condition type="and">
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
							<IsVariableBool name="onGround">false</IsVariableBool>
							<IsVariableFloat name="speed.y" operator="Greater">0.1</IsVariableFloat>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<RenderOptions>
			<Default>
				<Set name="IgnorePunchTypeCheck">true</Set>
				<Set name="IncludeAllActions">true</Set>
				<Set name="ClothingOffsetFromShoes">-9</Set>
				<Set name="UserNameOffset">12</Set>
				<Set name="ShoesHidesBodyLegs">true</Set>
				<Set name="IsToRenderPants">false</Set>
				<Set name="ShoesShouldIgnoreRaptorLegsOffset">true</Set>
			</Default>
		</RenderOptions>
	</Data>
	<RenderRules>
		<Update>
			<Group onState="Motion.Move">
				<AvatarTransform class="ArmAngle" onState="Action.None|Action.Move">
					<Set name="armName">arm1Angle</Set>
					<Set name="armAngle">0</Set>
				</AvatarTransform>
				<AvatarTransform class="ArmAngle" onState="Action.None|Action.Move">
					<Set name="armName">arm2Angle</Set>
					<Set name="armAngle">0</Set>
				</AvatarTransform>
			</Group>
		</Update>
		<RenderBehind value="playerCenter">
			<Group>
				<StopIf>
					<IsVariableBool name="isMannequin">false</IsVariableBool>
				</StopIf>
				<Translate>0,-9,0</Translate>
				<SpriteRender name="s_backLayer" offset="3,-23" blend="PREMULTIPLIED_ALPHA" tintOverride="SKIN"/>
				<SpriteRender name="s_backLayer_hair" drawShadow="false" offset="3,-23" blend="PREMULTIPLIED_ALPHA"/>
				<SpriteRender name="s_chair" offset="1,-9" blend="PREMULTIPLIED_ALPHA"/>
			</Group>
			<StopIf>
				<IsVariableBool name="isMannequin">true</IsVariableBool>
			</StopIf>
			<StopIf>
				<IsZombified>true</IsZombified>
				<IsTrnsformed>true</IsTrnsformed>
				<IsSitting>true</IsSitting>
				<IsSleepingOnaBed>true</IsSleepingOnaBed>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<SpriteRender name="s_backLayer" offset="3,-23" blend="PREMULTIPLIED_ALPHA" tintOverride="SKIN"/>
			<SpriteRender name="s_backLayer_hair" drawShadow="false" offset="3,-23" blend="PREMULTIPLIED_ALPHA"/>
			<SpriteRender name="s_chair" offset="1,-9" blend="PREMULTIPLIED_ALPHA"/>
		</RenderBehind>
		<RenderShoes>
			<SpriteRender name="s_legs" offset="1,-7" tintOverride="SKINORPANTS" />
		</RenderShoes>
		<RenderInFront>
			<StopIf>
				<IsZombified>true</IsZombified>
				<IsTrnsformed>true</IsTrnsformed>
				<IsSitting>true</IsSitting>
				<IsSleepingOnaBed>true</IsSleepingOnaBed>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<SpriteRender name="s_frontLayer" offset="3,-23" tintOverride="SKIN"/>
			<SpriteRender name="s_frontLayer_hair" drawShadow="false" offset="3,-23" blend="PREMULTIPLIED_ALPHA"/>
		</RenderInFront>
		<OnPunchUpdate>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">1500</Set>
				<Set name="isAdditive">true</Set>
			</AvatarTransform>
		</OnPunchUpdate>
	</RenderRules>
</ItemRenderer>
