<?xml version="1.0" ?>
<ItemRenderer>
    <Data>
        <Sprite name="Sprite6" fileName="game/player_cosmetics4.rttex" textureSize="32,32" frame="29,7" />
        <Sprite name="Sprite12" fileName="game/particles_large17.rttex" textureSize="64,64" frame="0,11" />
        <Animations>
            <SpriteAnimation name="Animation13" sprite="Sprite12" isLoop="true" autoPlay="false" playOnState="Punch.No" animTime="1000">
                <Frame>0,11</Frame>
                <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>
                <Frame>8,11</Frame>
                <Frame>9,11</Frame>
            </SpriteAnimation>
            <SpriteAnimation name="Animation22" sprite="Sprite12" isLoop="true" autoPlay="false" playOnState="Punch.Yes" animTime="250">
                <Frame>10,11</Frame>
                <Frame>11,11</Frame>
                <Frame>12,11</Frame>
                <Frame>13,11</Frame>
                <Frame>14,11</Frame>
            </SpriteAnimation>
			<InterpolationVec4Animation name="idleProxy" variableName="belt_rotation" targetValue="0, 0, 0, 1" animTime="600" playOnState="Movement.Idle"/>
			<InterpolationVec4Animation name="fallProxy" variableName="belt_rotation" targetValue="55, 0, 0, 1" animTime="1200" playOnState="Movement.Fall"/>
			<InterpolationVec4Animation name="jumpProxy" variableName="belt_rotation" targetValue="-25, 0, 0, 1" animTime="600" playOnState="Movement.Jump"/>
        </Animations>
        <ParticleSystems />
        <VariableMap>
			<Set name="belt_rotation">0, 0, 0, 1</Set>
		</VariableMap>
        <StateMachines>
			<StateMachine name="Facing">
				<States>
					<State name="Left"/>
					<State name="Right"/>
				</States>
				<Transitions>
					<Transition to="Left" from="Right">
						<Condition>
							<IsFacingLeft>true</IsFacingLeft>
						</Condition>
					</Transition>
					<Transition to="Right" from="Left">
						<Condition>
							<IsFacingLeft>false</IsFacingLeft>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
            <StateMachine name="Punch">
                <States>
                    <State name="No" />
                    <State name="Yes" />
                </States>
                <Transitions>
                    <Transition to="No" from="Yes">
                        <Condition>
                            <IsAction operatorType="NotEqual">PUNCH</IsAction>
                        </Condition>
                    </Transition>
                    <Transition to="Yes" from="No">
                        <Condition>
                            <IsAction>PUNCH</IsAction>
                        </Condition>
                    </Transition>
                </Transitions>
            </StateMachine>
			<StateMachine name="Movement">
				<States>
					<State name="Idle" />
					<State name="Jump" />
					<State name="Fall" />
				</States>
				<Transitions>
					<Transition to="Idle" from="Fall|Jump">
						<Condition type="and">
							<IsVariableBool name="onGround">true</IsVariableBool>
						</Condition>
					</Transition>
					<Transition to="Jump" from="Idle|Fall">
						<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">
						<Condition type="and">
							<IsVariableBool name="onGround">false</IsVariableBool>
							<IsVariableFloat name="speed.y" operator="Greater">0.1</IsVariableFloat>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
        </StateMachines>
        <RenderOptions>
            <Default>
                <Set name="AdditionalClothingOffset">0</Set>
                <Set name="AllowChangePunchType">false</Set>
                <Set name="CarCastSmokeParticle">true</Set>
                <Set name="ClothingOffsetFromShoes">0</Set>
                <Set name="DefaultPunchSound" />
                <Set name="DefaultRenderMannequinHandItem">true</Set>
                <Set name="DisableDefaultAncestralParticleEffects">false</Set>
                <Set name="DisableWalkAnimation">false</Set>
                <Set name="EnableBobbingOffset">false</Set>
                <Set name="HasDeathParticles">false</Set>
                <Set name="Head.Sprite" />
                <Set name="Head.Sprite.Sit" />
                <Set name="Head.Sprite.Sleep" />
                <Set name="HideAngelOnDeath">false</Set>
                <Set name="HideAvatarOnDeath">false</Set>
                <Set name="HideParticlesOnSleepingInBed">false</Set>
                <Set name="HideParticlesOnTheaterSeat">false</Set>
                <Set name="HideParticlesOnTransform">false</Set>
                <Set name="IgnoreDefaultDamagedTileEffect">false</Set>
                <Set name="IgnoreDefaultDestroyedTileEffect">false</Set>
                <Set name="IgnoreParticlesInShadowMods">true</Set>
                <Set name="IgnorePunchTypeCheck">true</Set>
                <Set name="IgnorePunchTypeCheckForNormalPunchOnly">false</Set>
                <Set name="IgnorePunchTypeDamagedTileCheck">false</Set>
                <Set name="IncludeAllActions">false</Set>
                <Set name="IsBed">false</Set>
                <Set name="IsCar">false</Set>
                <Set name="IsFacingChangeDisabled">false</Set>
                <Set name="IsHorse">false</Set>
                <Set name="IsNightVision">false</Set>
                <Set name="IsPetWithLight">false</Set>
                <Set name="IsPulseShoes">false</Set>
                <Set name="IsRidingBird">false</Set>
                <Set name="IsRv">false</Set>
                <Set name="IsSkateboard">false</Set>
                <Set name="IsSurfboard">false</Set>
                <Set name="IsToRenderPants">true</Set>
                <Set name="IsToRenderParticlesWhenShrunken">false</Set>
                <Set name="IsVehicle">false</Set>
                <Set name="JumpEndStateRange">0</Set>
                <Set name="NeedRenderBareFeetWithShoesItem">false</Set>
                <Set name="NeedRenderPet">false</Set>
                <Set name="PetOffsetDuplication">32,0</Set>
                <Set name="PlayDefaultPunchAudio">true</Set>
                <Set name="PunchSoundOverride" />
                <Set name="RenderBackArmAfterItem">false</Set>
                <Set name="RenderBackArmBuild">true</Set>
                <Set name="RenderBackArmInTheFront">false</Set>
                <Set name="RenderBackArmInfected">false</Set>
                <Set name="RenderFrontArmInTheFront">false</Set>
                <Set name="RenderFrontArmInfected">false</Set>
                <Set name="RenderShoesWithMermaidTail">true</Set>
                <Set name="RenderWhenZombie">true</Set>
                <Set name="ShoesHidesBodyLegs">false</Set>
                <Set name="ShoesShouldIgnoreRaptorLegsOffset">false</Set>
                <Set name="ShouldHover">false</Set>
                <Set name="SleepHidesPlayer">false</Set>
                <Set name="UseActionsWithStates">false</Set>
                <Set name="UsePetForceFaceTime">true</Set>
                <Set name="UseRecoilAnim">false</Set>
                <Set name="UserNameOffset">0</Set>
            </Default>
        </RenderOptions>
    </Data>
    <RenderRules>
        <RenderChestItem>
            <SpriteRender name="Sprite6" blend="NORMAL" alignment="DOWN_CENTER" drawShadow="true" />
        </RenderChestItem>
        <RenderChestBackItem>
			<Translate>-4,-10,0</Translate>
			<Rotate>belt_rotation</Rotate>
			<Group onState="Facing.Right">
                <SpriteRender name="Sprite12" blend="NORMAL" alignment="RIGHT_CENTER" drawShadow="true" />
			</Group>
			<Group onState="Facing.Left">
				<SpriteRender name="Sprite12" blend="NORMAL" alignment="LEFT_CENTER" drawShadow="true" />
			</Group>
        </RenderChestBackItem>
    </RenderRules>
</ItemRenderer>
