<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer>
  <Data>
    <Sprite name="s_frontSpear" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="2,6"/>
    <Sprite name="s_backSpear" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="3,6"/>
    <Sprite name="glove" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="18,22"/>
    <Sprite name="hit_Sprite" fileName="game/particles11.rttex" textureSize="32" frame="19,27"/>
    <Sprite name="s_punchStraight" fileName="game/particles11.rttex" textureSize="32" frame="18,27"/>
    <Sprite name="s_punchCurve" fileName="game/particles_large10.rttex" textureSize="64" frame="14,9"/>

    <Animations>
      <SpriteAnimation name="hit_Sprites" autoPlay="false" sprite="hit_Sprite">
        <Frame>19,27</Frame>
        <Frame>20,27</Frame>
      </SpriteAnimation>
    </Animations>

    <ParticleSystems>
      <ParticleSystem name="ps_punchCurved">
        <Emitter onPunchCount="odd">
          <Set name="offset">0,-18</Set>
          <Set name="emissionInterval">0.25</Set>
          <Set name="lifeTime">0.25</Set>
          <Set name="particlesPerEmission">1</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_punchCurve</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</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>
      <ParticleSystem name="ps_punchStraight">
        <Emitter onPunchCount="even">
          <Set name="offset">0,-18</Set>
          <Set name="emissionInterval">0.25</Set>
          <Set name="lifeTime">0.25</Set>
          <Set name="particlesPerEmission">1</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_punchStraight</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</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>
      <ParticleSystem name="hit_particle">
        <Emitter>
          <Set name="offset">0,0</Set>
          <Set name="lifeTime">0</Set>
          <Set name="particlesPerEmission">10</Set>
          <Set name="delayTimer">0.0</Set>
        </Emitter>
        <Particle randomSpriteFrame="true">
          <Set name="sprite">hit_Sprite</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Set name="lifeTime">0.5</Set>
          <Set name="initalRGB">1,1,1</Set>
          <Set name="initialScale">1,1</Set>
          <Set name="rotateWithVelocity">true</Set>
          <Set name="interpolateAlpha">true</Set>
          <RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="200,250"/>
        </Particle>
      </ParticleSystem>
    </ParticleSystems>

    <RenderOptions>
      <Default>
        <Set name="HideParticlesOnTransform">false</Set>
        <Set name="PunchSoundOverride">HAND</Set>
        <Set name="RenderBackArmInfected">true</Set>
        <Set name="RenderBackArmBuild">false</Set>
        <Set name="DefaultRenderMannequinHandItem">false</Set>
      </Default>
    </RenderOptions>
  </Data>

  <RenderRules>
    <Update>
      <StopIf>
        <IsZombified>true</IsZombified>
      </StopIf>
      <AvatarTransform class="ArmAngle" onAction="IDLE|WALK|JUMP|JUMPSTART|FALL|DANCE">
        <Set name="armName">arm1Angle</Set>
        <Set name="armAngle">-130</Set>
      </AvatarTransform>
    </Update>
    <AddClothingParticles>
      <StopIf>
        <IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
      </StopIf>
    </AddClothingParticles>
    <RenderBackHandItem>
      <StopIf type="and">
        <IsZombified>true</IsZombified>
        <IsAction>PUNCH</IsAction>
      </StopIf>
      <SpriteRender name="glove" offset="-4.6,11" rotateOffset="true" rotationPoint="0,1" alignment="CENTER" blend="PREMULTIPLIED_ALPHA"/>
      <SpriteRender name="s_backSpear" offset="8,4" rotationPoint="0,1" alignment="CENTER" rotateOffset="true" blend="PREMULTIPLIED_ALPHA"/>
    </RenderBackHandItem>
    <RenderHandItem>
      <SpriteRender name="glove" rotateOffset="true" alignment="UPPER_CENTER" blend="PREMULTIPLIED_ALPHA"/>
      <SpriteRender name="s_frontSpear" offset="0,8" rotateOffset="true" useFixedRotation="true" blend="PREMULTIPLIED_ALPHA" onAction="IDLE|WALK|JUMP|JUMPSTART|FALL|DANCE"/>
      <SpriteRender name="s_frontSpear" offset="0,8" rotateOffset="true" rotateToTarget="true" blend="PREMULTIPLIED_ALPHA" onAction="PUNCH"/>
    </RenderHandItem>
    <OnPunchStart>
      <ParticleSystemUpdate name="ps_punchCurved"/>
      <ParticleSystemUpdate name="ps_punchStraight"/>
    </OnPunchStart>
    <OnPunchUpdate>
      <AvatarTransform class="Face">
        <Set name="face">MAD</Set>
      </AvatarTransform>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm1Angle</Set>
        <Set name="armAngle">1080</Set>
        <Set name="isAdditive">true</Set>
      </AvatarTransform>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm2Angle</Set>
        <Set name="armAngle">1080</Set>
        <Set name="isAdditive">true</Set>
      </AvatarTransform>
    </OnPunchUpdate>
    <OnDamagedTile>
      <ParticleSystemUpdate name="hit_particle"/>
    </OnDamagedTile>
    <OnDestroyedTile>
      <ParticleSystemUpdate name="hit_particle"/>
    </OnDestroyedTile>
    <SwitchOffClothingParticles>
      <ParticleSystemOff name="ps_punchCurved"/>
      <ParticleSystemOff name="ps_punchStraight"/>
      <ParticleSystemOff name="hit_particle"/>
    </SwitchOffClothingParticles>
  </RenderRules>
</ItemRenderer>