<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer>
	<Data>
		<Sprite name="sprite" fileName="game/gundem.rttex" textureSize="128"/>
		<Sprite name="punch" fileName="game/gundem.rttex" textureSize="128"/>
		<StateMachines>
		<StateMachine name="Motion">
			<States>
				<State name="Idle" />
				<State name="Move" />
				<State name="Jump" />
				<State name="Fall" />
				<State name="Punch"/>
				<State name="Respawn"/>
			</States>
			<Transitions>
				<Transition to="Idle" from="Fall|Move|Jump|Punch" >
					<Condition type="and">
						<IsVariableBool name="onGround">true</IsVariableBool>
						<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
						<IsVariableBool name="isAttacking">false</IsVariableBool>
						<IsAction operatorType="NotEqual">PUNCH</IsAction>
					</Condition>
				</Transition>
				<Transition to="Move" from="Jump|Fall|Idle|Punch" >
					<Condition type="and">
						<IsVariableBool name="onGround">true</IsVariableBool>
						<IsVariableFloat name="speed.length" operator="Greater" abs="true">0.1</IsVariableFloat>
						<IsAction operatorType="NotEqual">PUNCH</IsAction>
					</Condition>
				</Transition>
				<Transition to="Jump" from="Idle|Move|Fall|Punch" >
					<Condition type="and">
						<IsVariableBool name="onGround">false</IsVariableBool>
						<IsVariableFloat name="speed.y" operator="Less">-0.1</IsVariableFloat>
						<IsAction operatorType="NotEqual">PUNCH</IsAction>
					</Condition>
				</Transition>
				<Transition to="Fall" from="Jump|Idle|Move|Punch" >
					<Condition type="and">
						<IsVariableBool name="onGround">false</IsVariableBool>
						<IsVariableFloat name="speed.y" operator="Greater">0.1</IsVariableFloat>
						<IsAction operatorType="NotEqual">PUNCH</IsAction>
					</Condition>
				</Transition>
				<Transition to="Punch" from="Idle|Move|Jump|Fall">
					<Condition type="and">
						<IsAction>PUNCH</IsAction>
					</Condition>
				</Transition>
			</Transitions>
		</StateMachine>
		</StateMachines>
		<Animations>
			<SpriteAnimation name="ge_punch_eff" sprite="punch" animTime="120" isLoop="false">
			<Frame>4,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="gigi_Idle_Animation" playOnState="Motion.Idle" sprite="sprite" animTime="800" isLoop="true">
			<Frame>0,0</Frame>
			<Frame>1,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="gigi_Punch_Animation" playOnState="Motion.Punch" sprite="sprite" animTime="400">
			<Frame>0,2</Frame>
			<Frame>1,2</Frame>
			<Frame>2,2</Frame>
			<Frame>3,2</Frame>
			<Frame>4,2</Frame>
			<Frame>5,2</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="gigi_Jump_Animation" playOnState="Motion.Jump" sprite="sprite" animTime="600">
				<Frame>2,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="gigi_Fall_Animation" playOnState="Motion.Fall" sprite="sprite" animTime="600">
				<Frame>3,0</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="gigi_Walk_Animation" playOnState="Motion.Move" sprite="sprite" animTime="600" isLoop="true">
				<Frame>0,1</Frame>
				<Frame>1,1</Frame>
				<Frame>2,1</Frame>
				<Frame>3,1</Frame>
				<Frame>4,1</Frame>
				<Frame>5,1</Frame>
				<Frame>6,1</Frame>
			</SpriteAnimation>
		</Animations>
		<ParticleSystems>
        <ParticleSystem name="ps_punchCurved" updateStage="OnPunchStart">
        <Emitter>
            <Set name="offset">30,-10030</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">punch</Set>
            <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
            <Set name="lifeTime">0.4</Set>
            <Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.5, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
            <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">1,1</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>
			
		</ParticleSystems>
		<RenderOptions>
			<Default>
				<Set name="JumpEndStateRange">100</Set>
				<Set name="ClothingOffsetFromShoes">10000</Set>
				<Set name="IsRidingBird">true</Set>
				<Set name="IsVehicle">true</Set>
				<Set name="UserNameOffset">30</Set>
				<Set name="RenderShoesWithMermaidTail">true</Set>
				<Set name="ShoesHidesBodyLegs">true</Set>
				<Set name="IsToRenderPants">false</Set>
			</Default>
		</RenderOptions>
	</Data>
	<RenderRules>
		<RenderInFront>
			<StopIf>
				<IsVariableBool name="isMannequin">true</IsVariableBool>
				<IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
			</StopIf>
			<SpriteRender name="sprite" offset="0,-10057" drawShadow="true" scale="1,1" onState="Motion.Idle|Motion.Move|Motion.Jump|Motion.Fall|Motion.Punch"/>
		</RenderInFront>
		<RenderShoes>
	<MusicSource onState="Motion.Move|Motion.Jump|Motion.Fall">
        <Set name="MusicFile">audio/lb_sfx2.wav</Set>
        <Set name="FadeOutTimeMs">90</Set>
      </MusicSource>
			<StopIf>
				<IsSitting>true</IsSitting>
				<IsSleepingOnaBed>true</IsSleepingOnaBed>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
		</RenderShoes>
		<OnPunchStart>
		</OnPunchStart>
	</RenderRules>
</ItemRenderer>