<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_snowflakes" fileName="game/particles12.rttex" textureSize="32" frame="4,1" />
		<Sprite name="s_snowflakesHit" fileName="game/particles12.rttex" textureSize="32" frame="4,2" />
		<Sprite name="s_sword" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="7,6" />
		<Sprite name="s_punchCurve" fileName="game/particles12.rttex" textureSize="32" frame="4,0" />
		<Sprite name="s_HitStampParticle" fileName="game/particles12.rttex" textureSize="32" frame="6,0" />
		<Animations>
			<SpriteAnimation name="a_snowflakes" sprite="s_snowflakes">
				<Frame>4,1</Frame>
				<Frame>5,1</Frame>
				<Frame>6,1</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_snowflakesHit" sprite="s_snowflakesHit">
				<Frame>4,2</Frame>
				<Frame>5,2</Frame>
			</SpriteAnimation>
		</Animations>
		<RenderOptions>
			<Default>
				<Set name="PunchSoundOverride">HAND</Set>
				<Set name="PlayDefaultPunchAudio">false</Set>
				<Set name="DefaultRenderMannequinHandItem">false</Set>
				<Set name="RenderBackArmBuild">false</Set>
				<Set name="RenderFrontArmInfected">true</Set>
				<Set name="RenderBackArmInfected">true</Set>
				<Set name="UserNameOffset">15</Set>
				<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
				<Set name="IgnoreDefaultDestroyedTileEffect">false</Set>
			</Default>
		</RenderOptions>
		<StateMachines>
			<StateMachine name="Punch">
				<States>
					<State name="False" />
					<State name="True" />
				</States>
				<Transitions>
					<Transition from="False" to="True">
						<Condition>
							<IsAction>PUNCH</IsAction>
						</Condition>
					</Transition>
					<Transition from="True" to="False">
						<Condition>
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<ParticleSystems>
			<ParticleSystem name="ps_hitSparkles" >
				<Emitter>
					<Set name="lifeTime">1</Set>
					<Set name="particlesPerEmission">4</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_snowflakes</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">1</Set>
					<Random name="finalScale" min="0.1" max="0.4"/>
					<Set name="initialScale">1, 1</Set>
					<Set name="interpolateScale">true</Set>				
					<Curve name="initialRotationRate">
						<KeyFrame>0, 15</KeyFrame>
						<KeyFrame>1, 5</KeyFrame>
					</Curve>
					<Random name="initialAngle" min="0" max="360" />
					<Random name="offset" min="0, -16" max="16, 16" />
					<Set name="useGravity">true</Set>
					<Set name="gravityVector">0, 100</Set>
					<RandomRadial name="initialVelocity" angleRange="30,330" radiusRange="80,200" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_backHandSnow" updateStage="AddClothingParticles" renderStage="RenderBackHandItem" updateState="Punch.False">
				<Emitter>
					<Random name="offset" min="-22, -42" max="4, -25" />
					<Random name="emissionInterval" min="0.6" max="1" />
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">2</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_snowflakesHit</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="inSpecificOrder">true</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0.1</KeyFrame>
						<KeyFrame>0.5, 0.4</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">2</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_backHandSparkles" updateStage="AddClothingParticles" renderStage="RenderBackHandItem" updateState="Punch.False">
				<Emitter>
					<Random name="offset" min="-22, -42" max="4, -25" />
					<Random name="emissionInterval" min="0.30" max="0.5" />
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">2</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_snowflakes</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="inSpecificOrder">true</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0.1</KeyFrame>
						<KeyFrame>0.5, 0.8</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Random name="initialRotationRate" min="15" max="60"/>
					<Random name="finalScale" min="0.3" max="0.6"/>
					<Set name="initialScale">0.8, 0.8</Set>
					<Set name="interpolateScale">true</Set>
					<Set name="lifeTime">0.85</Set>
				</Particle>
			</ParticleSystem>

			<ParticleSystem name="ps_punchCurved" updateStage="OnPunchStart">
				<Emitter>
					<Set name="offset">14,-16</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="delayTimer">0.25</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_punchCurve</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Set name="lifeTime">0.4</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="initialScale">0.3,0.3</Set>
					<Set name="finalScale">2,2.5</Set>
					<Set name="interpolateScale">true</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1" angle="0"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="hit_stamp_particle">
				<Emitter>
					<Set name="lifeTime">1</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_HitStampParticle</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">1</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Curve name="initialScale">
						<KeyFrame>0, 1,1</KeyFrame>
						<KeyFrame>1, 1.3,1.3</KeyFrame>
					</Curve>
					<Random name="initialAngle" min="0" max="360" />
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
	</Data>
	<RenderRules>
		<Update>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<AvatarTransform class="ArmAngle" onState="Punch.False">
				<Set name="armName">arm1Angle</Set>
				<Set name="armAngle">215</Set>
			</AvatarTransform>
		</Update>
		<RenderBackHandItem>
			<StopIf type="and">
				<IsZombified>true</IsZombified>
				<IsAction>PUNCH</IsAction>
			</StopIf>
			<SpriteRender name="s_sword" offset="13.7,3" rotationPoint="0,1" alignment="CENTER" rotateOffset="true" blend="PREMULTIPLIED_ALPHA"/>
		</RenderBackHandItem>
		<OnPunchUpdate>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm1Angle</Set>
				<Set name="animTime">500</Set>
				<Set name="Curve">
					<KeyFrame>0.0, 215</KeyFrame>
					<KeyFrame>0.3, 360</KeyFrame>
					<KeyFrame>0.8, 360</KeyFrame>
					<KeyFrame>0.81, 215</KeyFrame>
					<KeyFrame>1, 215</KeyFrame>
				</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<OnDamagedTile>
			<ParticleSystemUpdate name="ps_hitSparkles" />
			<ParticleSystemUpdate name="hit_stamp_particle" />
		</OnDamagedTile>
	</RenderRules>
</ItemRenderer>