<?xml version="1.0"?>
<ItemRenderer>
  <Data>
    <Sprite name="s_sword" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="5,11" />
    <Sprite name="s_punchCurve" fileName="game/particles12.rttex" textureSize="32" frame="14,4" />
    <Sprite name="s_punchAura" fileName="game/particles_large18.rttex" textureSize="64" frame="0,7" />
    <Animations>
      <SpriteAnimation name="a_punchCurve" sprite="s_punchCurve" autoPlay="false" isLoop="false" >
        <Frame>14,4</Frame>
        <Frame>15,4</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_punchAura" sprite="s_punchAura" autoPlay="false" isLoop="true" animTime="350">
        <Frame>6,7</Frame>
        <Frame>0,7</Frame>
        <Frame>1,7</Frame>
        <Frame>2,7</Frame>
        <Frame>3,7</Frame>
        <Frame>4,7</Frame>
        <Frame>5,7</Frame>
      </SpriteAnimation>
    </Animations>
    <RenderOptions>
      <Default>
        <Set name="DefaultRenderMannequinHandItem">false</Set>
        <Set name="RenderFrontArmInfected">true</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="punch_aura" updateStage="OnPunchStart">
        <Emitter>
          <Set name="offset">12,-16</Set>
          <Set name="lifeTime">0.35</Set>
          <Set name="infParticles">true</Set>
          <Set name="checkParticleNumToEmit">true</Set>
          <Set name="particlesPerEmission">1</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle usePlayerFacing="true">
          <Set name="sprite">s_punchAura</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Set name="lifeTime">0.35</Set>
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="punch_projectile" updateStage="OnPunchStart">
        <Emitter>
          <Set name="offset">8,-16</Set>
          <Set name="lifeTime">0</Set>
          <Set name="particlesPerEmission">1</Set>
        </Emitter>
        <Particle randomSpriteFrame="true">
          <Set name="sprite">s_punchCurve</Set>
          <Set name="rotateWithVelocity">true</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Set name="lifeTime">0.15</Set>
          <Set name="initialScale">0.75,1.5</Set>
          <VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1"/>
        </Particle>
      </ParticleSystem>
    </ParticleSystems>
  </Data>
  <RenderRules>
    <RenderHandItem>
      <StopIf type="and">
        <IsZombified>true</IsZombified>
        <IsAction>PUNCH</IsAction>
      </StopIf>
      <SpriteRender name="s_sword" offset="0, 8" rotationPoint="0,1" alignment="CENTER" rotateOffset="true" blend="PREMULTIPLIED_ALPHA" />
    </RenderHandItem>
    <OnPunchUpdate>
      <StopIf>
        <IsZombified>true</IsZombified>
      </StopIf>
      <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>
        <Set name="pointTowardsPunchTarget">false</Set>
      </AvatarTransform>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm1Angle</Set>
        <Set name="armAngle">0</Set>
      </AvatarTransform>
    </OnPunchUpdate>
  </RenderRules>
</ItemRenderer>
