<?xml version="1.0"?>
<ItemRenderer>
  <Data>
    <Sprite name="s_PomPom" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="18,27" />
    <Animations>
      <SpriteAnimation name="a_PomPomNonPunch" sprite="s_PomPom" animTime="300" autoPlay="true" isLoop="true" playOnState="Punch.False">
        <Frame>18,27</Frame>
        <Frame>19,27</Frame>
        <Frame>20,27</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_PomPomPunch" sprite="s_PomPom" animTime="100" isLoop="true" playOnState="Punch.True">
        <Frame>18,27</Frame>
      </SpriteAnimation>
    </Animations>
    <StateMachines>
      <StateMachine name="Punch">
        <States>
          <State name="True"/>
          <State name="False"/>
        </States>
        <Transitions>
          <Transition from="False" to="True">
            <Condition type="and">
              <IsAction>PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="True" to="False">
            <Condition>
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
      <StateMachine name="Idle">
        <States>
          <State name="False" />
          <State name="TriggerDab" />
          <State name="True" />
        </States>
        <Transitions>
          <Transition from="True" to="False">
            <Condition type="or">
              <IsVariableFloat name="speed.length" operator="Greater" abs="true">0.1</IsVariableFloat>
              <IsSitting>true</IsSitting>
              <IsAction>PUNCH</IsAction>
              <IsAction>BUILD</IsAction>
              <IsZombified >true</IsZombified>
              <SubCondition type="and">
                <IsAction>IDLE</IsAction>
                <IsZombified>false</IsZombified>
              </SubCondition>
            </Condition>
          </Transition>
          <Transition from="False" to="TriggerDab">
            <Condition type="and">
              <IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
              <IsSitting>false</IsSitting>
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsAction operatorType="NotEqual">BUILD</IsAction>
              <IsZombified>false</IsZombified>
            </Condition>
          </Transition>
          <Transition from="TriggerDab" to="True"/>
        </Transitions>
      </StateMachine>
    </StateMachines>
    <RenderOptions>
      <Default>
        <Set name="IgnorePunchTypeCheck">true</Set>
        <Set name="RenderBackArmInfected">true</Set>
        <Set name="RenderFrontArmInfected">true</Set>
        <Set name="RenderBackArmBuild">true</Set>
        <Set name="IncludeAllActions">true</Set>
        <Set name="DefaultRenderMannequinHandItem">false</Set>
      </Default>
    </RenderOptions>
  </Data>
  <RenderRules>
    <Update>
      <AvatarTransform class="NetAvatarAction" onState="Idle.TriggerDab">
        <Set name="action">DANCE_DAB</Set>
      </AvatarTransform>
    </Update>
    <SwitchOffClothingParticles>
      <Group onState="Idle.True">
      <AvatarTransform class="NetAvatarAction">
        <Set name="action">IDLE</Set>
      </AvatarTransform>
      </Group>
    </SwitchOffClothingParticles>
    <RenderBackHandItem>
      <StopIf>
        <IsAction>BUILD</IsAction>
      </StopIf>
      <StopIf type="and">
        <IsZombified>true</IsZombified>
        <IsAction>PUNCH</IsAction>
      </StopIf>
      <SpriteRender name="s_PomPom" offset="-4,12" rotationPoint="0,1" alignment="CENTER" rotateOffset="true" blend="PREMULTIPLIED_ALPHA" onState="Punch.False"/>
    </RenderBackHandItem>
    <RenderHandItem>
      <SpriteRender name="s_PomPom" offset="0,1" alignment="UPPER_CENTER" blend="PREMULTIPLIED_ALPHA" />
    </RenderHandItem>
  </RenderRules>
</ItemRenderer>
