<?xml version="1.0"?>
<ItemRenderer>
  <Data>
    <Sprite name="s_hit" fileName="game/particles_large14.rttex" textureSize="64" frame="11,10" />
    <Sprite name="s_sword" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="2,7" />
    <Sprite name="s_swordGlow" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="1,7" />
    <Sprite name="s_punchCurve" fileName="game/particles_large10.rttex" textureSize="64" frame="15,9" />
    <Animations>
      <SpriteCurveAnimation name="a_glow" isLoop="true" sprite="s_swordGlow" animTime="3000" autoPlay="true">
        <Curve name="alpha">
          <KeyFrame>0.f, 0.f</KeyFrame>
          <KeyFrame>0.2f, 0.f </KeyFrame>
          <KeyFrame>0.4f, 1.f</KeyFrame>
          <KeyFrame>0.8f, 1.f</KeyFrame>
          <KeyFrame>1.f, 0.f</KeyFrame>
        </Curve>
      </SpriteCurveAnimation>
    </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="RenderBackArmInfected">true</Set>
        <Set name="RenderFrontArmInfected">true</Set>
        <Set name="UserNameOffset">15</Set>
        <Set name="IgnoreDefaultDamagedTileEffect">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="ps_hitFlash">
        <Emitter>
          <Set name="lifeTime">0</Set>
          <Set name="particlesPerEmission">1</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_hit</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Curve name="initialScale">
            <KeyFrame>0, 0.5,0.5</KeyFrame>
            <KeyFrame>1, 1,1</KeyFrame>
          </Curve>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Set name="lifeTime">0.5</Set>
          <Random name="initialAngle" min="0" max="360" />
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="ps_punchCurved" updateStage="OnPunchStart">
        <Emitter>
          <Set name="offset">16,-18</Set>
          <Set name="lifeTime">0.4</Set>
          <Set name="emissionInterval">0.4</Set>
          <Set name="infParticles">true</Set>
          <Set name="checkParticleNumToEmit">true</Set>
          <Set name="particlesPerEmission">1</Set>
          <Set name="particlesToEmit">1</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="interpolateAlpha">false</Set>
          <Set name="initialAlpha">1</Set>
          <Set name="finalAlpha">1</Set>
          <Set name="interpolateVelocity">true</Set>
          <Set name="initialScale">2,2</Set>
          <VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1" angle="0"/>
          <VectorTo name="finalVelocity" source="targetPos" duration="lifeTime" x="1" angle="0"/>
        </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, 2" rotationPoint="0,1" alignment="CENTER" rotateOffset="true" blend="PREMULTIPLIED_ALPHA" />
      <SpriteRender name="s_swordGlow" offset="13,2" rotationPoint="0,1" alignment="CENTER" rotateOffset="true" blend="PREMULTIPLIED_ALPHA" />
    </RenderBackHandItem>
    <OnPunchUpdate>
      <StopIf>
        <IsZombified>true</IsZombified>
      </StopIf>
      <AvatarTransform class="Emotion">
        <Set name="emotion">ANGRY</Set>
      </AvatarTransform>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm1Angle</Set>
        <Set name="animTime">400</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>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm2Angle</Set>
        <Set name="armAngle">45</Set>
      </AvatarTransform>
    </OnPunchUpdate>
    <OnDamagedTile>
      <ParticleSystemUpdate name="ps_hitFlash"/>
    </OnDamagedTile>
  </RenderRules>
</ItemRenderer>
