<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_Belt" fileName="game/particles_large15.rttex" textureSize="64" frame="0,8" />
		<Sprite name="s_BeltFront" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="14,26" />
	
		<StateMachines>
			<StateMachine name="Action">
				<States>
					<State name="Idle" />
					<State name="JumpStraight" />
					<State name="FallStraight" />
				</States>
				<Transitions>
					<Transition to="Idle" from="FallStraight">
						<Condition>
							<IsVariableFloat name="speed.y" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>					
					<Transition to="JumpStraight" from="Idle|FallStraight">
						<Condition>
							<IsVariableFloat name="speed.y" operator="Less">-0.1</IsVariableFloat>
						</Condition>
					</Transition>			
					<Transition to="FallStraight" from="JumpStraight|Idle">
						<Condition>
							<IsVariableFloat name="speed.y" operator="Greater">0.1</IsVariableFloat>
						</Condition>
					</Transition>				
				</Transitions>
			</StateMachine>
		</StateMachines>
		<Animations>
			<SpriteCurveAnimation name="s_armor_glowing_s_Belt" isLoop="true" autoPlay="true" sprite="s_Belt" animTime="50">
				<Curve name="alpha">
					<KeyFrame>0.f, 0.75f</KeyFrame>
					<KeyFrame>1.f, 0.75f</KeyFrame>
				</Curve>
			</SpriteCurveAnimation>
			<SpriteCurveAnimation name="s_BeltFront_alpha" isLoop="true" autoPlay="true" sprite="s_BeltFront" animTime="50">
				<Curve name="alpha">
					<KeyFrame>0.f, 0.75f</KeyFrame>
					<KeyFrame>1.f, 0.75f</KeyFrame>
				</Curve>
			</SpriteCurveAnimation>
			<SpriteAnimation name="s_Belt_idle" sprite="s_Belt" animTime="800" isLoop="true" playOnState="Action.Idle">
				<Frame>0,8</Frame>
				<Frame>1,8</Frame>
				<Frame>2,8</Frame>
				<Frame>3,8</Frame>
				<Frame>4,8</Frame>
				<Frame>5,8</Frame>
				<Frame>6,8</Frame>
				<Frame>7,8</Frame>
			</SpriteAnimation>		
			
			<SpriteAnimation name="s_Belt_fall" sprite="s_Belt" animTime="200" isLoop="true" playOnState="Action.FallStraight">
				<Frame>8,8</Frame>
				<Frame>9,8</Frame>
			</SpriteAnimation>	
			
			<SpriteAnimation name="s_Belt_jump" sprite="s_Belt" animTime="50" isLoop="false" playOnState="Action.JumpStraight">
				<Frame>10,8</Frame>
			</SpriteAnimation>

			<SpriteAnimation name="s_Belt_front_idle" sprite="s_BeltFront" animTime="800" isLoop="true" playOnState="Action.Idle">
				<Frame>14,26</Frame>
				<Frame>15,26</Frame>
				<Frame>16,26</Frame>
				<Frame>17,26</Frame>
				<Frame>18,26</Frame>n
				<Frame>19,26</Frame>
				<Frame>20,26</Frame>
				<Frame>21,26</Frame>
			</SpriteAnimation>

			<SpriteAnimation name="s_Belt_front_fall" sprite="s_BeltFront" animTime="200" isLoop="true" playOnState="Action.FallStraight">
				<Frame>22,26</Frame>
				<Frame>23,26</Frame>
			</SpriteAnimation>

			<SpriteAnimation name="s_Belt_front_jump" sprite="s_BeltFront" animTime="50" isLoop="true" playOnState="Action.JumpStraight">
				<Frame>24,26</Frame>
			</SpriteAnimation>
		</Animations>
	</Data>
	<RenderRules>
		<RenderChestBackItem>
			<StopIf>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<SpriteRender name="s_Belt" offset="-4,-33" blend="PREMULTIPLIED_ALPHA"/>
		</RenderChestBackItem>
		<RenderChestItem>
			<StopIf>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<SpriteRender name="s_BeltFront" offset="-19,-14" blend="PREMULTIPLIED_ALPHA"/>
		</RenderChestItem>
	</RenderRules>
</ItemRenderer>
