<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer>
  <Data>
    <StateMachines>
      <StateMachine name="playerState">
        <States>
          <State name="Equip"/>
          <State name="Fall"/>
          <State name="Punch"/>
        </States>
        <Transitions>
          <Transition from="Equip" to="Fall" >
            <Condition>
              <IsAction>FALL</IsAction>
            </Condition>
          </Transition>
          <Transition from="Fall" to="Equip">
            <Condition>
              <IsAction operatorType="NotEqual">FALL</IsAction>
            </Condition>
          </Transition>
          <Transition from="Equip|Fall" to="Punch" >
            <Condition>
              <IsAction>PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="Punch" to="Equip">
            <Condition type="and">
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsAction operatorType="NotEqual">FALL</IsAction>
            </Condition>
          </Transition>
          <Transition from="Punch" to="Fall">
            <Condition type="and">
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsAction>FALL</IsAction>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine><StateMachine name="trailParticleState">
        <States>
          <State name="Equip"/>
          <State name="HorizontalMove"/>
          <State name="Punch"/>
          <State name="Sleep"/>
        </States>
        <Transitions>
          <Transition from="Equip|HorizontalMove|Punch" to="Sleep" >
            <Condition>
              <IsSleepingOnaBed>true</IsSleepingOnaBed>
            </Condition>
          </Transition>
          <Transition from="Equip|HorizontalMove|Sleep" to="Punch" >
            <Condition>
              <IsAction>PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="Punch|HorizontalMove|Sleep" to="Equip">
            <Condition type="and">
              <IsSleepingOnaBed>false</IsSleepingOnaBed>
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsVariableFloat name="speed.x" operator="Less" abs="true">0.1</IsVariableFloat>
            </Condition>
          </Transition>
          <Transition from="Punch|Equip|Sleep" to="HorizontalMove">
            <Condition type="and">
              <IsSleepingOnaBed>false</IsSleepingOnaBed>
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsVariableFloat name="speed.x" operator="Greater" abs="true">0.1</IsVariableFloat>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
    </StateMachines>
    <Sprite name="equip_sprite" fileName="game/tavern_sword.rttex" textureSize="64" frame="2,1"/>
    <Sprite name="punch_projectile_sprite" fileName="game/tavern_particles_large.rttex" textureSize="64" frame="3,7"/>

    <Animations>
      <SpriteAnimation name="slash_animation" sprite="punch_projectile_sprite" animTime="300" isLoop="true" playOnState="playerState.Punch">
        <Frame>3,7</Frame>
        <Frame>4,7</Frame>
        <Frame>5,7</Frame>
      </SpriteAnimation>
    </Animations>

    <RenderOptions>
      <Default>
        <Set name="DefaultRenderMannequinHandItem">false</Set>
        <Set name="HideParticlesOnTransform">false</Set>
        <Set name="IgnoreDefaultDamagedTileEffect">true</Set>
        <Set name="RenderBackArmBuild">false</Set>
        <Set name="RenderFrontArmInfected">true</Set>
        <Set name="RenderBackArmInfected">true</Set>
      </Default>
    </RenderOptions>
    <ParticleSystems>
			<ParticleSystem name="punch_projectile" updateStage="OnPunchStart">
				<Emitter>
					<Random name="offset" min="32, -48" max="32, 16"/>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">punch_projectile_sprite</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="lifeTime">0.4</Set>
          <Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.4, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
            <Curve name="initialScale">
              <KeyFrame>0, 0.4, 0.4</KeyFrame>
              <KeyFrame>0.6, 0.6, 0.6</KeyFrame>
            </Curve>
					</Curve>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1"/>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
    <RenderOptions>
			<Default>
				<Set name="PunchSoundOverride">HAND</Set>
				<Set name="PlayDefaultPunchAudio">false</Set>
			</Default>
		</RenderOptions>
  </Data>
  <RenderRules>
    <RenderHandItem>
      <SpriteRender name="equip_sprite" rotateOffset="true" offset="18,4" alignment="CENTER"/>
    </RenderHandItem>
    <AddClothingParticles>
      <StopIf type="or">
        <IsZombified>true</IsZombified>
        <IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
        <IsWearing slot="SHOES">ITEM_ID_STAR_FIGHTER_REBEL_RAIDER</IsWearing>
        <IsWearing slot="SHOES">ITEM_ID_STAR_FIGHTER_IMPERIAL_ENFORCER</IsWearing>
      </StopIf>
    </AddClothingParticles>
    <OnPunchStart>
      <StopIf>
        <IsZombified>true</IsZombified>
      </StopIf>
    </OnPunchStart>
    <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">1200</Set>
      <Set name="isAdditive">true</Set>
      <Set name="pointTowardsPunchTarget">false</Set>
    </AvatarTransform>
    </OnPunchUpdate>
    <SwitchOffClothingParticles>
      <ParticleSystemOff name="punch_projectile"/>
    </SwitchOffClothingParticles>
  </RenderRules>
</ItemRenderer>