<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_backLayer" fileName="game/particles_large15.rttex" textureSize="64" frame="11,4" />
		<Sprite name="s_frontLayer" fileName="game/particles_large15.rttex" textureSize="64" frame="11,5" />
		<Sprite name="s_hit" fileName="game/particles10.rttex" textureSize="32" frame="6,24" />
		<Sprite name="s_legs" fileName="game/player_sit.rttex" textureSize="32" frame="1,0" />
		<Sprite name="s_punch" fileName="game/particles12.rttex" textureSize="32" frame="22,1" />
		<Animations>
			<SpriteAnimation name="a_backLayer" sprite="s_backLayer" animTime="200" isLoop="true" playOnState="Motion.Fall|Motion.Jump|Motion.Move">
				<Frame>11,4</Frame>
				<Frame>12,4</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer1" sprite="s_frontLayer" animTime="1000" isLoop="true" playOnState="Action.Punch">
				<Frame>11,5</Frame>
				<Frame>12,5</Frame>
				<Frame>13,5</Frame>
				<Frame>14,5</Frame>
				<Frame>15,5</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_frontLayer2" sprite="s_frontLayer" playOnState="Action.None">
				<Frame>11,5</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" />
				</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>
		<RenderOptions>
			<Default>
				<Set name="IncludeAllActions">true</Set>
				<Set name="ClothingOffsetFromShoes">-14</Set>
				<Set name="UserNameOffset">12</Set>
				<Set name="ShoesHidesBodyLegs">true</Set>
				<Set name="IsToRenderPants">false</Set>
				<Set name="ShoesShouldIgnoreRaptorLegsOffset">true</Set>
				<Set name="PlayDefaultPunchAudio">true</Set>
				<Set name="DefaultPunchSound">audio/arrow_thwip.wav</Set>
			</Default>
		</RenderOptions>
		<ParticleSystems>
			<ParticleSystem name="ps_hit" updateStage="OnDamagedTile">
				<Emitter>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">8</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_hit</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.5, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="initialScale">0.75, 0.75</Set>
					<Set name="lifeTime">0.7</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="60,80" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_punch" updateStage="OnPunchStart">
				<Emitter>
					<Set name="offset">8, -14</Set>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_punch</Set>
					<Set name="renderAlignment">LEFT_CENTER</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="lifeTime">0.4</Set>
					<VectorTo name="initialVelocity" source="targetPos" offset="targetPosOffset" duration="lifeTime" x="1" angle="0" />
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
	</Data>
	<RenderRules>
		<Update>
			<Group onState="Motion.Move">
				<AvatarTransform class="ArmAngle" onState="Action.None">
					<Set name="armName">arm1Angle</Set>
					<Set name="armAngle">0</Set>
				</AvatarTransform>
				<AvatarTransform class="ArmAngle" onState="Action.None">
					<Set name="armName">arm2Angle</Set>
					<Set name="armAngle">0</Set>
				</AvatarTransform>
			</Group>
		</Update>
		<RenderBehind>
			<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="1,6" 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="3,14" blend="PREMULTIPLIED_ALPHA" alignment="DOWN_CENTER" />
		</RenderInFront>
		<OnPunchStart>
			<StopIf>
				<IsSitting>true</IsSitting>
			</StopIf>
		</OnPunchStart>
		<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>
