<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_Pants" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="25,30" />
		<Sprite name="s_Pants_deck" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="26,30" />
		<Sprite name="s_card_orbit" fileName="game/particles12.rttex" textureSize="32" frame="12,7"/>
		<Sprite name="s_card_particle_front" fileName="game/particles12.rttex" textureSize="32"/>
		<Sprite name="s_card_particle_back" fileName="game/particles12.rttex" textureSize="32"/>
		<Sprite name="s_card_particle_front_burn" fileName="game/particles12.rttex" textureSize="32"/>
		<Sprite name="s_card_particle_back_burn" fileName="game/particles12.rttex" textureSize="32"/>
		<Sprite name="s_ember" fileName="game/particles11.rttex" textureSize="32" frame="20,21" />
		<Animations>
			<SpriteAnimation name="a_sadasdsadasdcard_2222sdas" sprite="s_card_orbit" isLoop="true" animTime="6000">
				<Frame>12,7</Frame>
				<Frame>11,7</Frame>
				<Frame>10,7</Frame>
				<Frame>9,7</Frame>
				<Frame>4,7</Frame>
				<Frame>5,7</Frame>
				<Frame>6,7</Frame>
				<Frame>5,7</Frame>
				<Frame>6,7</Frame>
				<Frame>7,7</Frame>
				<Frame>8,7</Frame>
				<Frame>13,7</Frame>
				<Frame>12,7</Frame>
				<Frame>11,7</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_card_particle_front" sprite="s_card_particle_front" isLoop="true" animTime="200">
				<Frame>4,5</Frame>
				<Frame>5,5</Frame>
			</SpriteAnimation>			
			<SpriteAnimation name="a_card_particle_back" sprite="s_card_particle_back" isLoop="true" animTime="200">
				<Frame>4,3</Frame>
				<Frame>5,3</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_card_particle_front_burn" sprite="s_card_particle_front_burn" isLoop="false" animTime="1100">
				<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>
				<Frame>8,8</Frame>
				<Frame>9,8</Frame>
				<Frame>10,8</Frame>
				<Frame>11,8</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_card_particle_back_burn" sprite="s_card_particle_back_burn" isLoop="false" animTime="800">
				<Frame>1,9</Frame>
				<Frame>2,9</Frame>
				<Frame>3,9</Frame>
				<Frame>4,9</Frame>
				<Frame>5,9</Frame>
				<Frame>6,9</Frame>
				<Frame>7,9</Frame>
				<Frame>8,9</Frame>
				<Frame>9,9</Frame>
				<Frame>10,9</Frame>
				<Frame>11,9</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>
		</StateMachines>
		<RenderOptions>
			<Default>
				<Set name="IncludeAllActions">true</Set>
				<Set name="IgnorePunchTypeCheck">false</Set>
				<Set name="IgnorePunchTypeDamagedTileCheck">false</Set>
				<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
				<Set name="IsToRenderParticlesWhenShrunken">true</Set>
			</Default>
		</RenderOptions>
		<ParticleSystems>
			<ParticleSystem name="Arc1" updateStage="AddClothingParticles">
				<Emitter>
					<Set name="offset">0, -16</Set>
					<Set name="emissionInterval">0.75</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_card_orbit</Set>
					<Set name="relativeToEmitter">true</Set>
					<Set name="orbitStart">-0.2</Set>
					<Set name="initialScale">0.4, 0.4</Set>
					<Set name="lifeTime">6.1</Set>
					<Set name="orbitPeriod">5.8</Set>
					<Set name="initialRotationRate">0</Set>
					<Set name="applyOrbit">true</Set>
					<Set name="orbit">-24, 3</Set>
					<Set name="orbitScaleVariation">0.08</Set>
					<Set name="orbitSkew">0</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_punchProjectile" updateState="Action.Punch">
				<Emitter>
					<Set name="offset">0, -16</Set>
					<Set name="lifeTime">0.3</Set>
					<Set name="emissionInterval">0.05</Set>
					<Set name="infParticles">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Random name="variantId" min="0" max="4" />
					<Select name="sprite" input="variantId">
						<Item>"s_card_particle_front"</Item>
						<Item>"s_card_particle_back"</Item>
					</Select>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.3</Set>
					<Set name="initialScale">0.4, 0.4</Set>
					<Set name="initialAngle">0</Set>
					<Random name="targetPosOffset" min="-12,-11" max="12,11"/>
					<VectorTo name="initialVelocity" source="targetPos" offset="targetPosOffset" duration="lifeTime" x="1" angleOutVar="projectile_angle"/>
					<Set name="rotateWithVelocity">true</Set>
					<SetVar name="projectile_offset" source="targetPosOffset"/>
					<SetVar name="variantIdVar" source="variantId"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_tileCard">
				<Emitter>
					<Set name="infParticles">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="delayTimer">0.25</Set>
				</Emitter>
				<Particle>
					<Set name="variantId" source="variantIdVar"/>
					<Select name="sprite" input="variantId">
						<Item>"s_card_particle_front_burn"</Item>
						<Item>"s_card_particle_back_burn"</Item>
					</Select>
					<Set name="initialScale">0.4, 0.4</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.8</Set>
					<Set name="offset" source="projectile_offset"/>
					<Set name="initialAngle" source="projectile_angle"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_hitEmbers">
				<Emitter>
					<Set name="lifeTime">0.25</Set>
					<Set name="particlesPerEmission">8</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="delayTimer">0.3</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_ember</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Set name="lifeTime">1</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Curve name="initialScale">
						<KeyFrame>0, 1,1</KeyFrame>
						<KeyFrame>1, 0.25,0.25</KeyFrame>
					</Curve>
					<Random name="initialRotationRate" min="5" max="15" />
					<Set name="offset" source="projectile_offset"/>
					<Set name="useGravity">true</Set>
					<Set name="gravityVector">0, 100</Set>
					<RandomRadial name="initialVelocity" angleRange="45,315" radiusRange="40,100" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_hitEmbers_destroy">
				<Emitter>
					<Set name="lifeTime">0.25</Set>
					<Set name="particlesPerEmission">8</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_ember</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Set name="lifeTime">1</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Curve name="initialScale">
						<KeyFrame>0, 1,1</KeyFrame>
						<KeyFrame>1, 0.25,0.25</KeyFrame>
					</Curve>
					<Random name="initialRotationRate" min="5" max="15" />
					<Set name="offset" source="projectile_offset"/>
					<Set name="useGravity">true</Set>
					<Set name="gravityVector">0, 100</Set>
					<RandomRadial name="initialVelocity" angleRange="45,315" radiusRange="40,100" />
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<VariableMap>
			<Set name="projectile_offset">0, 0</Set>
			<Set name="projectile_angle">0</Set>
			<Set name="variantIdVar" ForceFloats="false">0</Set>
		</VariableMap>
	</Data>
	<RenderRules>
		<RenderPants>
			<SpriteRender name="s_Pants" alignment="DOWN_CENTER" />
			<SpriteRender name="s_Pants_deck" alignment="DOWN_CENTER" />
		</RenderPants>
		<AddClothingParticles>
			<StopIf type="or">
				<IsZombified>true</IsZombified>
			</StopIf>
		</AddClothingParticles>
		<OnDamagedTile>
			<StopIf type="or">
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
				<IsSitting ItemID="ITEM_ID_THEATER_SEAT">true</IsSitting>
				<IsZombified>true</IsZombified>
				<IsTrnsformed>true</IsTrnsformed>
			</StopIf>
			<ParticleSystemUpdate name="ps_tileCard" />
			<ParticleSystemUpdate name="ps_hitEmbers" />
		</OnDamagedTile>
		<OnDestroyedTile>
			<StopIf type="or">
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
				<IsSitting ItemID="ITEM_ID_THEATER_SEAT">true</IsSitting>
				<IsZombified>true</IsZombified>
				<IsTrnsformed>true</IsTrnsformed>
			</StopIf>
			<ParticleSystemUpdate name="ps_hitEmbers_destroy" />
		</OnDestroyedTile>
		<OnPunchUpdate>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle" onState="Action.Punch">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">1200</Set>
				<Set name="isAdditive">true</Set>
				<Set name="pointTowardsPunchTarget">false</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle" onState="Action.Punch">
				<Set name="armName">arm1Angle</Set>
				<Set name="armAngle">0</Set>
			</AvatarTransform>
			<StopIf>
				<IsZombified>true</IsZombified>
				<IsTrnsformed>true</IsTrnsformed>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			
			<ParticleSystemUpdate name="ps_punchProjectile"/>
		</OnPunchUpdate>
		<SwitchOffClothingParticles>
			<ParticleSystemOff name="Arc1"/>
		</SwitchOffClothingParticles>
	</RenderRules>
</ItemRenderer>
