// Health Bonus Pulse
event HudHealthBonusPulse
{
	Animate	PlayerStatusHealthBonusImage 	Alpha		"255"		Linear 0.0 0.2
	Animate	PlayerStatusHealthBonusImage 	Alpha		"0"			Linear 0.2 0.4
	
	Animate PlayerStatusHealthValueSpectator		fgcolor		"0 191 255 255"		Linear 0.0 0.0

	RunEvent HudHealthBonusPulseLoop	0.4
}

// call to loop HudHealthBonusPulse
event HudHealthBonusPulseLoop
{
	RunEvent HudHealthBonusPulse 0.0
}

event HudHealthBonusPulseStop
{
	StopEvent HudHealthBonusPulse 0.0
	StopEvent HudHealthBonusPulseLoop 0.0
	
	Animate PlayerStatusHealthValueSpectator		fgcolor		"TanLight"		Accel 0.0 0.0
}

// Health Dying Pulse
event HudHealthDyingPulse
{
	Animate	PlayerStatusHealthBonusImage 	Alpha		"255"		Linear 0.0 0.075
	Animate	PlayerStatusHealthBonusImage 	Alpha		"0"			Linear 0.125 0.075
	
	Animate PlayerStatusHealthValueSpectator		fgcolor		"255 75 75 255"		Linear 0.0 0.0
	
	RunEvent HudHealthDyingPulseLoop	0.25
}

// call to loop HudHealthDyingPulse
event HudHealthDyingPulseLoop
{
	RunEvent HudHealthDyingPulse 0.0
}

event HudHealthDyingPulseStop
{
	StopEvent HudHealthDyingPulse 0.0
	StopEvent HudHealthDyingPulseLoop 0.0
	
	Animate PlayerStatusHealthValueSpectator		fgcolor		"TanLight"		Accel 0.0 0.0
}

// Low Ammo Pulse
event HudLowAmmoPulse
{
	Animate AmmoInClip					fgcolor		"255 75 75 255" Linear 0.0 0.5
	Animate AmmoInClip					fgcolor		"TanLight" Linear 0.5 0.5

	Animate AmmoInReserve				fgcolor		"255 75 75 255" Linear 0.0 0.5
	Animate AmmoInReserve				fgcolor		"TanLight" Linear 0.5 0.5

	Animate AmmoNoClip					fgcolor		"255 75 75 255" Linear 0.0 0.5
	Animate AmmoNoClip					fgcolor		"TanLight" Linear 0.5 0.5

	RunEvent HudLowAmmoPulseLoop	1.0
}

// call to loop HudLowAmmoPulse
event HudLowAmmoPulseLoop
{
	RunEvent HudLowAmmoPulse 0.0
}

event HudLowAmmoPulseStop
{
	StopEvent HudLowAmmoPulse 0.0
	StopEvent HudLowAmmoPulseLoop 0.0

	Animate AmmoInClip					fgcolor		"TanLight" Accel 0.0 0.0
	Animate AmmoInReserve				fgcolor		"TanLight" Accel 0.0 0.0
	Animate AmmoNoClip					fgcolor		"TanLight" Accel 0.0 0.0
	
	
}

// CTF Flag Outline
event FlagOutlineHide
{
}

event FlagOutline
{
}

// Spy Disguise
event HudSpyDisguiseChanged
{
	Animate PlayerStatusSpyOutlineImage		Alpha		"255"			Linear 0.0 0.2
	
	Animate PlayerStatusSpyOutlineImage		Position	"0 300"	Linear 0.0 0.2
	Animate PlayerStatusSpyOutlineImage		Size		"150 150"		Linear 0.0 0.2

	RunEvent HudSpyDisguiseHide	0.7
}

event HudSpyDisguiseHide
{
	Animate PlayerStatusSpyOutlineImage		Position	"3 413"			Linear 0.0 0.2
	Animate PlayerStatusSpyOutlineImage		Size		"55 55"			Linear 0.0 0.2
	
	Animate PlayerStatusSpyOutlineImage		Alpha		"0"				Linear 0.2 0.1
}

event HudSpyDisguiseFadeIn
{
	RunEvent HudSpyDisguiseChanged	0
	Animate PlayerStatusSpyImage			Alpha		"0"			Linear 0.9 0.1	
}

event HudSpyDisguiseFadeOut
{
	RunEvent HudSpyDisguiseChanged	0
	Animate PlayerStatusSpyImage			Alpha		"0"				Linear 0.9 0.1	
}

// Medic Charge
event HudMedicCharged
{
	Animate		ChargeLabel 			FgColor		"0 191 255 255"		Linear 0.0 0.5
	Animate		ChargeLabel				FgColor		"TanLight"			Linear 0.5 0.5

	Animate		ChargeMeter 			FgColor		"0 191 255 255"		Linear 0.0 0.5
	Animate		ChargeMeter				FgColor		"TanLight"			Linear 0.5 0.5

	Animate		ChargeLabelSmall		FgColor		"0 191 255 255"		Linear 0.0 0.5
	Animate		ChargeLabelSmall		FgColor		"TanLight"			Linear 0.5 0.5

	Animate		IndividualChargesLabel	FgColor		"0 191 255 255"		Linear 0.0 0.5
	Animate		IndividualChargesLabel	FgColor		"TanLight"			Linear 0.5 0.5

	RunEvent 	HudMedicChargedLoop		1.0
}

event HudMedicChargedLoop
{
	RunEvent 	HudMedicCharged 		0.0
}

event HudMedicChargedStop
{
	StopEvent 	HudMedicCharged 		0.0
	StopEvent 	HudMedicChargedLoop 	0.0
	
	Animate		ChargeLabel 			FgColor		"TanLight"	Accel 0.0 0.0
	Animate		ChargeMeter 			FgColor		"TanLight"	Accel 0.0 0.0
	Animate		ChargeLabelSmall 		FgColor		"TanLight"	Accel 0.0 0.0
	Animate		IndividualChargesLabel	FgColor		"TanLight"	Accel 0.0 0.0
}

// Chat Window Position
event CompetitiveGame_LowerChatWindow
{
}

event CompetitiveGame_RestoreChatWindow
{
}

event HudTournament_MoveChatWindow
{
}

// Match HUD Statuses
event TeamStatus_PlayerDead
{
	SetVisible respawntime  1 0
	SetVisible respawntimeshadow 1 0
}

event TeamStatus_PlayerAlive
{
	SetVisible respawntime 0 0.2
	SetVisible respawntimeshadow 0 0.2
}

// Disable XP Notification
event XPSourceShow_Positive
{
}

event XPSourceShow_Negative
{
}

// Remove Sniper Scope Effect (Exploit)
//event ScopeRemoval
//{
//	Animate HudScope Position	"9999 9999" Linear 0.0 0.0
//}

//event DamagedPlayer
//{
//	RunEvent ScopeRemoval 0.0
//}