<?xml version="1.0"?>
<ItemRenderer item="ITEM_ID_GROWTRONIC_GLIDER">
	<Data>
		<Sprite name="s_explosion" fileName="game/particles_large15.rttex" textureSize="64" frame="5,2" />
		<Sprite name="s_fish" fileName="game/particles12.rttex" textureSize="32" frame="14,1" />
		<Sprite name="s_fishTrail" fileName="game/particles12.rttex" textureSize="32" frame="15,1" />
		<Sprite name="s_ray" fileName="game/particles_large15.rttex" textureSize="64" frame="6,1" />
		<Sprite name="s_shoe1" fileName="game/player_feet16.rttex" textureSize="32" frame="30,20" />
		<Sprite name="s_shoe2" fileName="game/player_feet16.rttex" textureSize="32" frame="30,21" />
		<StateMachines>
			<StateMachine name="Mobility">
				<States>
					<State name="Stationary" />
					<State name="Moving" />
				</States>
				<Transitions>
					<Transition to="Stationary" from="Moving">
						<Condition>
							<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="Moving" from="Stationary">
						<Condition>
							<IsVariableFloat name="speed.length" operator="Greater" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<StateMachine name="Swirl">
				<States>
					<State name="No" />
					<State name="Yes" ExitTime="0.8" />
				</States>
				<Transitions>
					<Transition to="Yes" from="No">
						<Condition type="and">
							<IsAction>JUMPDOUBLE</IsAction>
							<IsVariableFloat name="speed.x" operator="Greater" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="No" from="Yes" />
				</Transitions>
			</StateMachine>
			<StateMachine name="Explosion">
				<States>
					<State name="No" />
					<State name="Yes" />
				</States>
				<Transitions>
					<Transition to="Yes" from="No">
						<Condition>
							<IsAction>JUMPDOUBLE</IsAction>
						</Condition>
					</Transition>
					<Transition to="No" from="Yes">
						<Condition>
							<IsAction operatorType="NotEqual">JUMPDOUBLE</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<StateMachine name="Trail">
				<States>
					<State name="No" />
					<State name="Yes" ExitTime="0.8" />
				</States>
				<Transitions>
					<Transition to="Yes" from="No">
						<Condition>
							<IsVariableFloat name="speed.x" operator="Greater" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition to="No" from="Yes">
						<Condition>
							<IsVariableFloat name="speed.x" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<Animations>
			<SpriteAnimation name="a_ray" sprite="s_ray" animTime="800" isLoop="true" playOnState="Swirl.No">
				<Frame>6,1</Frame>
				<Frame>7,1</Frame>
				<Frame>8,1</Frame>
				<Frame>9,1</Frame>
				<Frame>10,1</Frame>
				<Frame>11,1</Frame>
				<Frame>12,1</Frame>
				<Frame>13,1</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_raySwirl" sprite="s_ray" animTime="800" isLoop="true" playOnState="Swirl.Yes">
				<Frame>6,2</Frame>
				<Frame>7,2</Frame>
				<Frame>8,2</Frame>
				<Frame>9,2</Frame>
				<Frame>10,2</Frame>
				<Frame>11,2</Frame>
				<Frame>12,2</Frame>
				<Frame>13,2</Frame>
			</SpriteAnimation>
		</Animations>
		<RenderOptions>
			<Default>
				<Set name="ClothingOffsetFromShoes">-18</Set>
				<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
				<Set name="UserNameOffset">22</Set>
				<Set name="ShouldHover">true</Set>
				<Set name="AllowChangePunchType">true</Set>
				<Set name="IncludeAllActions">true</Set>
				<Set name="IgnorePunchTypeCheck">true</Set>
			</Default>
		</RenderOptions>
		<ParticleSystems>
			<ParticleSystem name="explosion_particle" updateStage="AddClothingParticles" updateState="Explosion.Yes">
				<Emitter>
					<Set name="emissionInterval">0.1</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="offset">0, 6</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_explosion</Set>
					<Set name="relativeToEmitter">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="isBackgroundParticle">true</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 1, 1</KeyFrame>
						<KeyFrame>1, 2, 2</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.5</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="trail_particle1">
				<Emitter attachment="contextRotation">
					<Set name="emissionInterval">0.01</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_fishTrail</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0</KeyFrame>
						<KeyFrame>0.1, 0</KeyFrame>
						<KeyFrame>0.25, 0.5</KeyFrame>
						<KeyFrame>0.6, 0.3</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Curve name="initialScale">
						<KeyFrame>0, 2, 2</KeyFrame>
						<KeyFrame>1, 4, 4</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.5</Set>
					<Set name="initialVelocity">-20, 0</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="trail_particle2">
				<Emitter attachment="contextRotation">
					<Set name="emissionInterval">0.01</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_fishTrail</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0</KeyFrame>
						<KeyFrame>0.1, 0</KeyFrame>
						<KeyFrame>0.25, 0.5</KeyFrame>
						<KeyFrame>0.6, 0.3</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Curve name="initialScale">
						<KeyFrame>0, 2, 2</KeyFrame>
						<KeyFrame>1, 4, 4</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.5</Set>
					<Set name="initialVelocity">-20, 0</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<VariableMap>
			<Set name="FishTranslation">40,0,0</Set>
			<Set name="FishRotation">0</Set>
			<Set name="FishRotationRate">0</Set>
			<Set name="FishRotationRateTemp">50</Set>
			<Set name="DeltaTime">1</Set>
		</VariableMap>
	</Data>
	<RenderRules>
		<Update>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<AvatarTransform class="FootPosition">
				<Set name="foot1dy">0</Set>
				<Set name="foot2dy">0</Set>
				<Set name="foot1y">0</Set>
				<Set name="foot2y">0</Set>
			</AvatarTransform>
			<Group>
				<StopIf>
					<IsAction>PUNCH</IsAction>
				</StopIf>
				<AvatarTransform class="ArmAngle" onState="Mobility.Moving">
					<Set name="armName">arm1Angle</Set>
					<Set name="armAngle">-45</Set>
				</AvatarTransform>
			</Group>
			<AvatarTransform class="ArmAngle" onState="Mobility.Moving">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">45</Set>
			</AvatarTransform>
			<StopIf type="or">
				<IsRenderMod>RENDER_MOD_SPIRIT_GUIDE</IsRenderMod>
				<IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
			</StopIf>
			<ArithmethicOperation LeftHandVariableName="FishRotationRate" RightHandVariableName="FishRotationRateTemp" OperationType="Set" />
			<ArithmethicOperation LeftHandVariableName="FishRotationRate" RightHandVariableName="DeltaTime" OperationType="Multiply" />
			<ArithmethicOperation LeftHandVariableName="FishRotation" RightHandVariableName="FishRotationRate" OperationType="Add" />
		</Update>
		<RenderShoes>
			
			<SpriteRender name="s_ray" offset="-2,31" />
			<Group>
				<StopIf>
					<IsWearing slot="PANTS">ITEM_ID_RAPTOR_LEGS</IsWearing>
					<IsWearing slot="PANTS">ITEM_ID_MERMAID_TAIL</IsWearing>
				</StopIf>
				<SpriteRender name="s_shoe1" offset="0.5,-16.5" />
				<SpriteRender name="s_shoe2" offset="0.5,-16.5" />
			</Group>
			
			<Group>
				<Rotate>FishRotation</Rotate>
				<Translate>FishTranslation</Translate>
				<Rotate>90,0,0,1</Rotate>
				<SpriteRender name="s_fish"  useFixedRotation="true" fixedRotation="0" scale="0.5,0.5"/>
				<Group>
					<StopIf type="or">
						<IsRenderMod>RENDER_MOD_SPIRIT_GUIDE</IsRenderMod>
						<IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
					</StopIf>
					<ParticleSystemUpdate name="trail_particle1" onState="Trail.Yes" />
				</Group>
			</Group>
			<Group>
				<Rotate>FishRotation</Rotate>
				<Rotate>180,0,0,1</Rotate>
				<Translate>FishTranslation</Translate>
				<Rotate>90,0,0,1</Rotate>
				<SpriteRender name="s_fish"  useFixedRotation="true" fixedRotation="0" scale="0.5,0.5"/>
				<Group>
					<StopIf type="or">
						<IsRenderMod>RENDER_MOD_SPIRIT_GUIDE</IsRenderMod>
						<IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
					</StopIf>
					<ParticleSystemUpdate name="trail_particle2" onState="Trail.Yes" />
				</Group>
			</Group>
		</RenderShoes>
	</RenderRules>
</ItemRenderer>
