<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_Basket" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="22,28" />
		<Sprite name="s_Bell" fileName="game/pets/p_bell.rttex" textureSize="32" frame="0,0" />
		<Sprite name="s_Crack1" fileName="game/particles12.rttex" textureSize="32" frame="1,4" />
		<Sprite name="s_Crack2" fileName="game/particles12.rttex" textureSize="32" frame="1,5" />
		<Sprite name="s_Crack3" fileName="game/particles12.rttex" textureSize="32" frame="1,6" />
		<Sprite name="s_Crack4" fileName="game/particles12.rttex" textureSize="32" frame="1,7" />
		<Sprite name="s_Egg1" fileName="game/particles12.rttex" textureSize="32" frame="0,4" />
		<Sprite name="s_Egg2" fileName="game/particles12.rttex" textureSize="32" frame="0,5" />
		<Sprite name="s_Egg3" fileName="game/particles12.rttex" textureSize="32" frame="0,6" />
		<Sprite name="s_Egg4" fileName="game/particles12.rttex" textureSize="32" frame="0,7" />
		<Sprite name="s_Splat" fileName="game/particles12.rttex" textureSize="32" frame="0,8" />
		<Animations>
			<SpriteAnimation name="a_Bell" sprite="s_Bell" animTime="400" autoPlay="true" isLoop="true">
				<Frame>0,0</Frame>
				<Frame>1,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_Crack1" sprite="s_Crack1" animTime="300">
				<Frame>1,4</Frame>
				<Frame>2,4</Frame>
				<Frame>3,4</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_Crack2" sprite="s_Crack2" animTime="300">
				<Frame>1,5</Frame>
				<Frame>2,5</Frame>
				<Frame>3,5</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_Crack3" sprite="s_Crack3" animTime="300">
				<Frame>1,6</Frame>
				<Frame>2,6</Frame>
				<Frame>3,6</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_Crack4" sprite="s_Crack4" animTime="300">
				<Frame>1,7</Frame>
				<Frame>2,7</Frame>
				<Frame>3,7</Frame>
			</SpriteAnimation>
		</Animations>
		<StateMachines>
			<StateMachine name="Action">
				<States>
					<State name="None" />
					<State name="Punch" />
				</States>
				<Transitions>
					<Transition to="None" from="Punch">
						<Condition>
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
						</Condition>
					</Transition>
					<Transition to="Punch" from="None">
						<Condition>
							<IsAction>PUNCH</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<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>
		</StateMachines>
		<ParticleSystems>
			<ParticleSystem name="ps_Crack">
				<Emitter>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">6</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true" UseParentVariantId="true">
					<Select name="sprite" input="variantId">
						<Item>"s_Crack1"</Item>
						<Item>"s_Crack2"</Item>
						<Item>"s_Crack3"</Item>
						<Item>"s_Crack4"</Item>
					</Select>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.9, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.7</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="30,60" />
					<Random name="initialRotationRate" min="-250" max="250" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_PunchParticle">
				<Emitter>
					<Set name="offset">0, 0</Set>
					<Set name="lifeTime">0.3</Set>
					<Set name="emissionInterval">0.25</Set>
					<Set name="infParticles">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Select name="sprite" input="variantId">
						<Item>"s_Egg1"</Item>
						<Item>"s_Egg2"</Item>
						<Item>"s_Egg3"</Item>
						<Item>"s_Egg4"</Item>
					</Select>
					<Random name="offset" min="-10, 0" max="10, 0" />
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="initialScale">0.8, 0.8</Set>
					<Set name="lifeTime">0.4</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1" />
					<Random name="initialRotationRate" min="-300" max="300" />
					<Random name="variantId" min="0" max="4" />
					<OnFinish>
						<ParticleSystemName>ps_Splat</ParticleSystemName>
						<ParticleSystemName>ps_Crack</ParticleSystemName>
					</OnFinish>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_Splat">
				<Emitter>
					<Set name="offset">0, 0</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_Splat</Set>
					<Random name="offset" min="-4.01, -4" max="4, 4" />
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="useGravity">true</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 0.8, 0.8</KeyFrame>
						<KeyFrame>1, 1.5, 1.5</KeyFrame>
					</Curve>
					<Set name="lifeTime">1</Set>
					<Random name="initialAngle" min="0" max="360" />
					<Set name="gravityVector">0, 20</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<RenderOptions>
			<Default>
				<Set name="NeedRenderPet">true</Set>
				<Set name="PetOffsetDuplication">-48,0</Set>
				<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
				<Set name="HideParticlesOnTransform">false</Set>
			</Default>
		</RenderOptions>
		<VariableMap>
			<Set name="target.angle">0</Set>
			<Set name="target.origin.offset">0,0,0</Set>
		</VariableMap>
	</Data>
	<RenderRules>
		<OnDamagedTile>
			<StopIf type="or">
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
				<IsSitting ItemID="ITEM_ID_THEATER_SEAT">true</IsSitting>
			</StopIf>
		</OnDamagedTile>
		<OnDestroyedTile>
			<StopIf type="or">
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
				<IsSitting ItemID="ITEM_ID_THEATER_SEAT">true</IsSitting>
			</StopIf>
		</OnDestroyedTile>
		<OnPunchUpdate>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<RenderHandItem>
			<SpriteRender name="s_Basket" offset="0,1" alignment="UPPER_CENTER" />
		</RenderHandItem>
		<RenderPet>
			<ContextUpdate type="SetFlip">
				<Set name="flip">0,0</Set>
			</ContextUpdate>
			<Group onState="Action.None">
				<SpriteRender name="s_Bell" scale="0.8,0.8" alignment="DOWN_CENTER" />
			</Group>
			<Group onState="Action.Punch">
				<Group>
					<Rotate forceValue="true">target.angle</Rotate>
					<Rotate>-90,0,0,1</Rotate>
					<Rotate onState="Facing.Left">180,0,0,1</Rotate>
					<SpriteRender name="s_Bell" scale="0.8,0.8" alignment="DOWN_CENTER" />
					<StopIf>
						<IsTrnsformed>true</IsTrnsformed>
					</StopIf>
					<ParticleSystemUpdate name="ps_PunchParticle" onState="Action.Punch" />
				</Group>
			</Group>
		</RenderPet>
	</RenderRules>
</ItemRenderer>
