<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_INFINITY_WEAPON">
  <Data>

    <Sprite name="s_gauntletBase" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="0,24"/>
    <Sprite name="s_gauntletAccent" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="1,24"/>
    <Sprite name="s_gauntletPower" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="2,24"/>
    <Sprite name="s_timeDilation" fileName="game/particles_large13.rttex" textureSize="64" frame="12,7"/>
    <Sprite name="s_punchLaser" fileName="game/particles11.rttex" textureSize="32" frame="8,30"/>
    <Sprite name="s_punchFire" fileName="game/particles11.rttex" textureSize="32" frame="8,29"/>
    <Sprite name="s_punchSlash" fileName="game/particles_large13.rttex" textureSize="64" frame="13,7"/>
    <Sprite name="s_hitFlash" fileName="game/particles_large13.rttex" textureSize="64" frame="14,7"/>

    <Animations>
      <SpriteAnimation name="a_PunchChains" sprite="s_punchLaser" animTime="400" isLoop="true" autoPlay="true">
        <Frame>8,30</Frame>
        <Frame>9,30</Frame>
        <Frame>10,30</Frame>
        <Frame>11,30</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_PunchFire" sprite="s_punchFire" animTime="400">
        <Frame>8,29</Frame>
        <Frame>9,29</Frame>
        <Frame>10,29</Frame>
        <Frame>11,29</Frame>
      </SpriteAnimation>
    </Animations>
    <ParticleSystems>
      <ParticleSystem name="ps_punchFire">
        <Emitter>
          <Set name="offset">-4,-14</Set>
          <Set name="emissionInterval">0.05</Set>
          <Set name="infParticles">true</Set>
          <Set name="infLifeTime">true</Set>
          <Set name="particlesPerEmission">10</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_punchFire</Set>
          <Random name="offset" min="-2, 0" max="2, 0" />
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 0</KeyFrame>
            <KeyFrame>0.12, 0</KeyFrame>
            <KeyFrame>0.2, 1</KeyFrame>
            <KeyFrame>0.75, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Curve name="initialScale">
            <KeyFrame>0, 0.25, 0.25</KeyFrame>
            <KeyFrame>1, 1.5, 1.5</KeyFrame>
          </Curve>
          <Set name="lifeTime">0.4</Set>
          <Random name="initialAngle" min="0" max="360" />
          <Random name="targetPosOffset" min="-4,-3" max="4,3"/>
          <VectorTo name="initialVelocity" source="targetPos" offset="targetPosOffset" duration="lifeTime" x="1"/>
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="ps_punchSlash">
        <Emitter>
          <Set name="offset">-4,-12</Set>
          <Set name="emissionInterval">0.2</Set>
          <Set name="infParticles">true</Set>
          <Set name="infLifeTime">true</Set>
          <Set name="particlesPerEmission">10</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_punchSlash</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Curve name="initialScale">
            <KeyFrame>0, 0, 0</KeyFrame>
            <KeyFrame>0.1, 0, 0</KeyFrame>
            <KeyFrame>0.1, 0.5, 0.5</KeyFrame>
            <KeyFrame>1, 1.5, 1.5</KeyFrame>
          </Curve>
          <Curve name="initialAlpha">
            <KeyFrame>0, 0.15</KeyFrame>
            <KeyFrame>0.5, 0.15</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Set name="lifeTime">0.6</Set>
          <Set name="rotateWithVelocity">true</Set>
          <VectorTo name="initialVelocity" source="targetPos"  duration="lifeTime" x="1"/>
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="ps_hitFlash">
        <Emitter>
          <Set name="lifeTime">0</Set>
          <Set name="particlesPerEmission">1</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_hitFlash</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Curve name="initialScale">
            <KeyFrame>0, 1, 1</KeyFrame>
            <KeyFrame>1, 1.3, 1.3</KeyFrame>
          </Curve>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Set name="lifeTime">0.75</Set>
          <Random name="initialAngle" min="0" max="360" />
        </Particle>
      </ParticleSystem>
    </ParticleSystems>
    <RenderOptions>
      <Default>
        <Set name="PunchSoundOverride">HAND</Set>
        <Set name="PlayDefaultPunchAudio">false</Set>
        <Set name="DefaultRenderMannequinHandItem">false</Set>
        <Set name="RenderFrontArmInfected">true</Set>
        <Set name="IgnoreDefaultDamagedTileEffect">true</Set>
        <Set name="IgnoreDefaultDestroyedTileEffect">false</Set>
      </Default>
    </RenderOptions>
  </Data>

  <RenderRules>
    <RenderHandItem>
      <SpriteRender name="s_gauntletBase" offset="0,-4" rotateOffset="true" rotationPoint="0,1" alignment="UPPER_CENTER" blend="PREMULTIPLIED_ALPHA"/>
      <SpriteRender name="s_gauntletAccent" offset="0,-4" rotateOffset="true" rotationPoint="0,1" alignment="UPPER_CENTER" blend="PREMULTIPLIED_ALPHA"/>
      <SpriteRender name="s_gauntletPower" offset="0,-4" rotateOffset="true" rotationPoint="0,1" alignment="UPPER_CENTER" blend="PREMULTIPLIED_ALPHA"/>
      <Group>
        <StopIf>
          <IsZombified>true</IsZombified>
        </StopIf>
        <SpriteRender name="s_punchLaser" offset="0,2" alignmentLeft="LEFT_CENTER" alignmentRight="RIGHT_CENTER" drawShadow="false" blend="PREMULTIPLIED_ALPHA" stretchToTarget="true" onAction="PUNCH"/>
      </Group>
    </RenderHandItem>
    <AddClothingParticles>
      <ParticleSystemUpdate name="ps_punchFire" onAction="PUNCH"/>
      <ParticleSystemUpdate name="ps_punchSlash" onAction="PUNCH"/>
    </AddClothingParticles>
    <RenderInFront>
      <StopIf>
        <IsZombified>true</IsZombified>
      </StopIf>
      <SpriteRender name="s_timeDilation" offset="0,24" alignment="DOWN_CENTER" blend="PREMULTIPLIED_ALPHA" drawShadow="false"/>
    </RenderInFront>
    <OnPunchUpdate>
      <AvatarTransform class="Face">
        <Set name="face">MAD</Set>
      </AvatarTransform>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm2Angle</Set>
        <Set name="pointTowardsPunchTarget">true</Set>
      </AvatarTransform>
    </OnPunchUpdate>
    <OnDamagedTile>
      <ParticleSystemUpdate name="ps_hitFlash"/>
    </OnDamagedTile>
  </RenderRules>
</ItemRenderer>