<?xml version="1.0"?>
<ItemRenderer>
  <Data>
    <Sprite name="s_woolFront" fileName="game/particles12.rttex" textureSize="32" frame="14,8" />
    <Sprite name="s_woolBack" fileName="game/particles12.rttex" textureSize="32" frame="15,8" />
    <Sprite name="s_backNeedle" fileName="game/player_longhanditem4.rttex" textureSize="64,32" frame="1,10" />
    <Sprite name="s_thread" fileName="game/particles12.rttex" textureSize="32" frame="12,8" />
    <Sprite name="s_smoke" fileName="game/particles12.rttex" textureSize="32" frame="14,7" />

    <Animations>
      <SpriteAnimation name="a_thread" sprite="s_thread">
        <Frame>12,8</Frame>
        <Frame>13,8</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_smoke" sprite="s_smoke" animTime="500">
        <Frame>23,7</Frame>
        <Frame>14,7</Frame>
        <Frame>15,7</Frame>
        <Frame>16,7</Frame>
        <Frame>17,7</Frame>
        <Frame>18,7</Frame>
        <Frame>19,7</Frame>
        <Frame>20,7</Frame>
        <Frame>21,7</Frame>
        <Frame>22,7</Frame>
      </SpriteAnimation>
    </Animations>
    
    <StateMachines>
      <StateMachine name="Punch">
        <States>
          <State name="No" />
          <State name="Yes" />
        </States>
        <Transitions>
          <Transition to="No" from="Yes">
            <Condition type="or">
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsZombified>true</IsZombified>
            </Condition>
          </Transition>
          <Transition to="Yes" from="No">
            <Condition type="and">
              <IsAction>PUNCH</IsAction>
              <IsZombified>false</IsZombified>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
    </StateMachines>

    <ParticleSystems>
      <ParticleSystem name="ps_punchProjectile" updateStage="RenderChestItem" updateState="Punch.Yes">
        <Emitter attachment="handspotRoot">
          <Set name="lifeTime">0.1</Set>
          <Set name="infParticles">true</Set>
          <Set name="checkParticleNumToEmit">true</Set>
          <Set name="particlesPerEmission">1</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle randomSpriteFrame="true">
          <Set name="sprite">s_thread</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Set name="lifeTime">0.1</Set>
          <Set name="renderAlignment">LEFT_CENTER</Set>
          <Random name="flipX" min="false" max="true"/>
          <Set name="isBeamParticle">true</Set>
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="ps_explosion" updateStage="OnPunchStart">
        <Emitter attachment="targetPos">
          <Set name="lifeTime">0.5</Set>
          <Set name="particlesPerEmission">1</Set>
          <Set name="particlesToEmit">1</Set>
          <Set name="infParticles">true</Set>
          <Set name="emissionInterval">0.15</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_smoke</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Set name="lifeTime">0.5</Set>
          <Random name="initialAngle" min="0" max="360"/>
          <Set name="initialRotationRate">360</Set>
          <Set name="initialScale">2,2</Set>
        </Particle>
      </ParticleSystem>
    </ParticleSystems>


    <RenderOptions>
      <Default>
        <Set name="IgnoreDefaultDamagedTileEffect">true</Set>
        <Set name="IgnoreDefaultDestroyedTileEffect">true</Set>
      </Default>
    </RenderOptions>

  </Data>
  <RenderRules>
    <OnPunchUpdate>
      <AvatarTransform class="Face">
        <Set name="face">MAD</Set>
      </AvatarTransform>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm1Angle</Set>
        <Set name="armAngle">0</Set>
      </AvatarTransform>
      <AvatarTransform class="ArmAngle">
        <Set name="armName">arm2Angle</Set>
        <Set name="armAngle">1500</Set>
        <Set name="isAdditive">true</Set>
      </AvatarTransform>
    </OnPunchUpdate>
    <RenderChestItem>
      <SpriteRender name="s_woolFront" offset="-15,-15.5" />
      <StopIf>
        <IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
      </StopIf>
    </RenderChestItem>
    <RenderChestBackItem>
      <SpriteRender name="s_woolBack" offset="6,-16" />
      <Rotate>22,0,0,1</Rotate>
      <SpriteRender name="s_backNeedle" offset="5,-12" onState="Punch.No"/>
    </RenderChestBackItem>
  </RenderRules>
</ItemRenderer>
