<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_Cape" fileName="game/particles_large15.rttex" textureSize="64" frame="0,11" />
		<Sprite name="s_Collar" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="21,28" />
		<Sprite name="s_spark" fileName="game/particles12.rttex" textureSize="32" frame="17,0"/>

		<StateMachines>
			<StateMachine name="Action">
				<States>
					<State name="Idle" />
					<State name="Walk" />
					<State name="JumpStraight" />
					<State name="FallStraight" />
				</States>
				<Transitions>
					<Transition to="Idle" from="FallStraight|Walk">
						<Condition type="and">
							<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
							<IsVariableBool name="onGround">true</IsVariableBool>
						</Condition>
					</Transition>						
					<Transition to="Walk" from="FallStraight|Idle|JumpStraight">
						<Condition type="and">
							<IsVariableBool name="onGround">true</IsVariableBool>
							<IsVariableFloat name="speed.x" operator="Greater" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>					
					<Transition to="JumpStraight" from="Idle|FallStraight|Walk">
						<Condition type="and">
							<IsVariableFloat name="speed.y" operator="Less">-0.1</IsVariableFloat>
							<IsVariableBool name="onGround">false</IsVariableBool>
						</Condition>
					</Transition>			
					<Transition to="FallStraight" from="JumpStraight|Idle|Walk">
						<Condition type="and">
							<IsVariableFloat name="speed.y" operator="Greater">0.1</IsVariableFloat>
							<IsVariableBool name="onGround">false</IsVariableBool>
						</Condition>
					</Transition>				
				</Transitions>
			</StateMachine>
			<StateMachine name="TrailAction">
				<States>
					<State name="Idle" />
					<State name="Move" />
				</States>
				<Transitions>
					<Transition to="Idle" from="Move">
						<Condition>
							<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="Move" from="Idle">
						<Condition>
							<IsVariableFloat name="speed.length" operator="Greater" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<Animations>
			<SpriteAnimation name="s_Wing_idle" sprite="s_Cape" animTime="50" isLoop="true" playOnState="Action.Idle">
				<Frame>0,11</Frame>
			</SpriteAnimation>		
			<SpriteAnimation name="s_Wing_jump" sprite="s_Cape" animTime="200" isLoop="true" playOnState="Action.JumpStraight">
				<Frame>0,12</Frame>
				<Frame>1,12</Frame>
			</SpriteAnimation>				
			<SpriteAnimation name="s_Wing_fall" sprite="s_Cape" animTime="200" isLoop="true" playOnState="Action.FallStraight">
				<Frame>2,12</Frame>
				<Frame>3,12</Frame>
			</SpriteAnimation>			
			<SpriteAnimation name="s_spark_frames" sprite="s_spark">
				<Frame>18,0</Frame>
				<Frame>18,0</Frame>
			</SpriteAnimation>			
			<SpriteAnimation name="s_Wing_walk" sprite="s_Cape" animTime="700" isLoop="true" playOnState="Action.Walk">
				<Frame>1,11</Frame>
				<Frame>2,11</Frame>				
				<Frame>3,11</Frame>
				<Frame>4,11</Frame>
				<Frame>5,11</Frame>
				<Frame>6,11</Frame>
				<Frame>7,11</Frame>
			</SpriteAnimation>
		</Animations>
		<ParticleSystems>
			<ParticleSystem name="ps_luteTrailMove">
				<Emitter>
					<Set name="offset">0, -12</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">5</Set>
					<Set name="emissionInterval">0.1</Set>
				</Emitter>
				<Particle usePlayerFacing="true" randomSpriteFrame="true">
					<Set name="sprite">s_spark</Set>
					<Random name="offset" min="-11, -10" max="11, 10" />
					<Set name="renderAlignment">CENTER</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Set name="initialScale">0.25, 0.25</Set>
					<Set name="finalScale">0.75, 0.75</Set>
					<Random name="initialVelocity" min="-20, 0" max="-30, 0" />
					<Set name="interpolateScale">true</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.5, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Random name="gravityVector" min="0, 20" max="0, 30" />
					<Set name="useGravity">true</Set>
					<Set name="gravityVector">0, 30</Set>
					<Set name="lifeTime">0.75</Set>
					<Set name="inSpecificOrder">true</Set>
					<Random name="initialAngle" min="-90" max="90" />
					<Random name="finalAngle" min="-90" max="90" />
					<Set name="interpolateAngle">true</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
	</Data>
	<RenderRules>
		<AddClothingParticles>
			<StopIf>
				<IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
			</StopIf>
			<ParticleSystemUpdate name="ps_luteTrailMove" onState="TrailAction.Move"/>
		</AddClothingParticles>
		<RenderBackpack>
			<StopIf>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<SpriteRender name="s_Cape" offset="-1,-16"/>
			<StopIf>
				<IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
			</StopIf>
			<ParticleSystemRender name="ps_luteTrailMove"/>
		</RenderBackpack>
		<RenderFrontpack>
			<SpriteRender name="s_Collar" offset="0.5,0.5" alignment="DOWN_CENTER"/>
		</RenderFrontpack>
	</RenderRules>
</ItemRenderer>
