// Bonus Health Pulse
event HudHealthBonusPulse
{
	Animate	PlayerStatusHealthBonusImage 		Alpha	"255"				Linear 0.0 0.2
	Animate	PlayerStatusHealthBonusImage 		Alpha	"0"					Linear 0.2 0.4
	
	Animate PlayerStatusHealthValue				FgColor "60 160 255 255" 		Accel 0.0 0.0
	Animate PlayerStatusHealthValueSpectator	FgColor "Health Buff" 		Accel 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel 	FgColor "Health Buff" 		Accel 0.0 0.0

	RunEvent HudHealthBonusPulseLoop			0.4
}

event HudHealthBonusPulseStop
{
	StopEvent HudHealthBonusPulse				0.0
	StopEvent HudHealthBonusPulseLoop			0.0
	
	Animate PlayerStatusHealthValue				FgColor "White" 	Accel 0.0 0.0
	Animate PlayerStatusHealthValueSpectator 	FgColor "Health Normal" 	Accel 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel 	FgColor "Health Normal" 	Accel 0.0 0.0
}
//==================================================================================
// Low Health Pulse
event HudHealthDyingPulse
{
	Animate	PlayerStatusHealthBonusImage 		Alpha	"255"				Linear 0.0 0.2
	Animate	PlayerStatusHealthBonusImage 		Alpha	"0"					Linear 0.2 0.2
	
	Animate PlayerStatusHealthValue				FgColor	"255 0 0 255" 		Accel 0.0 0.0
	Animate PlayerStatusHealthValueSpectator 	FgColor "255 0 0 255" 		Accel 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel	FgColor "Health Hurt" 		Accel 0.0 0.0
	
	RunEvent HudHealthDyingPulseLoop			0.4
}

event HudHealthDyingPulseStop
{
	StopEvent HudHealthDyingPulse 				0.0
	StopEvent HudHealthDyingPulseLoop 			0.0
	
	Animate PlayerStatusHealthValue				FgColor	"White" 	Accel 0.0 0.0
	Animate PlayerStatusHealthValueSpectator 	FgColor "Health Normal" 	Accel 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel	FgColor "Health Normal" 	Accel 0.0 0.0
}
//==================================================================================
// Low Ammo Pulse
event HudLowAmmoPulse
{
	Animate	HudWeaponLowAmmoImage			Alpha	"255"						Linear 0.0	0.075
	Animate	HudWeaponLowAmmoImage			Alpha	"0"							Linear 0.125 0.075
	
	Animate AmmoInClip 						FgColor	"255 255 255 255"			Linear 0.0 0.0
	Animate AmmoInReserve 					FgColor "255 255 255 255" 		Linear 0.0 0.0
	Animate AmmoNoClip 						FgColor "255 0 0 255"			Linear 0.0 0.0
	
	RunEvent HudLowAmmoPulseLoop			0.4
}

event HudLowAmmoPulseStop
{
	StopEvent HudLowAmmoPulse 				0.0
	StopEvent HudLowAmmoPulseLoop 			0.0
	
	Animate AmmoInClip						FgColor	"255 255 255 255"				Accel 0.0 0.0
	Animate AmmoInReserve					FgColor	"255 255 255 255"			Accel 0.0 0.0
	Animate AmmoNoClip						FgColor	"255 255 255 255"				Accel 0.0 0.0
}
//==================================================================================
// Ubercharge Meters
event HudMedicCharged
{
	RunEvent HudMedicOrangePulseCharge 		0.0
//	RunEvent HudMedicSolidColorCharge 	0.0
//	RunEvent HudMedicRainbowCharged 		0.0
	
	RunEvent HudMedicChargedLoop			0.6
}

event HudMedicRainbowCharged
{
	Animate	ChargeLabel 					FgColor	"ColorGreen"				Linear 0.0 0.1
	Animate	ChargeLabel 					FgColor	"ColorCyan"					Linear 0.1 0.1
	Animate	ChargeLabel 					FgColor	"ColorBlue"					Linear 0.2 0.1
	Animate	ChargeLabel 					FgColor	"ColorMagenta"				Linear 0.3 0.1
	Animate	ChargeLabel 					FgColor	"ColorRed"					Linear 0.4 0.1
	Animate	ChargeLabel 					FgColor	"ColorYellow"				Linear 0.5 0.1

	Animate	ChargeMeter 					FgColor	"ColorGreen"				Linear 0.0 0.1
	Animate	ChargeMeter 					FgColor	"ColorCyan"					Linear 0.1 0.1
	Animate	ChargeMeter 					FgColor	"ColorBlue"					Linear 0.2 0.1
	Animate	ChargeMeter 					FgColor	"ColorMagenta"				Linear 0.3 0.1
	Animate	ChargeMeter 					FgColor	"ColorRed"					Linear 0.4 0.1
	Animate	ChargeMeter 					FgColor	"ColorYellow"				Linear 0.5 0.1

	RunEvent HudMedicChargedLoop			0.6
}

event HudMedicSolidColorCharge
{
	Animate ChargeLabel						FgColor	"230 230 230 255"			Linear 0.0 0.0
	
	Animate ChargeMeter						FgColor	"230 230 230 255"			Linear 0.0 0.0

	RunEvent HudMedicChargedLoop			0.6
}

event HudMedicOrangePulseCharge
{
	Animate	ChargeLabel 					FgColor	"Flashing Uber Color1"		Linear 0.0 0.3
	Animate	ChargeLabel 					FgColor	"Flashing Uber Color2"		Linear 0.3 0.3

	Animate	ChargeMeter 					FgColor	"Flashing Uber Color1"		Linear 0.0 0.3
	Animate	ChargeMeter 					FgColor	"Flashing Uber Color2"		Linear 0.3 0.3
	
	RunEvent HudMedicChargedLoop			0.6
}

event HudMedicChargedStop
{
	StopEvent HudMedicCharged				0.0
	StopEvent HudMedicRainbowCharged		0.0
	StopEvent HudMedicSolidColorCharge		0.0 
	StopEvent HudMedicOrangePulseCharge		0.0
	StopEvent HudMedicChargedLoop			0.0
	
	Animate	ChargeMeter						FgColor	"230 230 230 255"			Linear 0.0 0.0001
	Animate	ChargeLabel 					FgColor	"230 230 230 255"				Linear 0.0 0.0001
}
//==================================================================================
// Hitmarker Pulse
event DamagedPlayer 
{
//StopEvent HitMarker 					0.0
//RunEvent HitMarker 						0.01
}

event HitMarker
{
	Animate RaysCrosshair	 				FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate RaysCrosshair	 				FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate KonrWings	 					FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate KonrWings	 					FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate KnucklesCrosses	 				FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate KnucklesCrosses	 				FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate BasicCross	 					FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate BasicCross	 					FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate BasicCrossLarge	 				FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate BasicCrossLarge	 				FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate BasicCrossSmall	 				FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate BasicCrossSmall	 				FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate BasicDot	 					FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate BasicDot	 					FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate CircleDot	 					FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate CircleDot	 					FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate OpenCross	 					FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate OpenCross	 					FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate OpenCrossDot	 				FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate OpenCrossDot	 				FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate ScatterSpread	 				FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate ScatterSpread	 				FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate ThinCircle	 					FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate ThinCircle	 					FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate Wings	 						FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate Wings	 						FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate WingsPlus	 					FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate WingsPlus	 					FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate WingsSmall	 					FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate WingsSmall	 					FgColor	"Crosshair" 				Linear 0.15	0.0
	Animate WingsSmallDot	 				FgColor	"CrosshairDamage" 			Linear 0.0	0.0
	Animate WingsSmallDot	 				FgColor	"Crosshair" 				Linear 0.15	0.0
}
//==================================================================================
// Spy Disguise
event HudSpyDisguiseFadeIn
{
//	RunEvent HudSpyDisguiseChanged		0.0
//	Animate PlayerStatusSpyImage			Alpha	"255"						Linear 0.9	0.1
}

event HudSpyDisguiseFadeOut
{
//	RunEvent HudSpyDisguiseChanged		0.0
//	Animate PlayerStatusSpyImage			Alpha	"0"							Linear 0.9	0.1
}
//==================================================================================

event HudSnapShotReminderIn
{
    RunEvent HudHealthDyingPulseStop 	10.0
    RunEvent HudHealthBonusPulseStop 	10.0
    RunEvent HudLowAmmoPulseStop 		10.0
    RunEvent HudMedicChargedStop 		10.0
}
//==================================================================================
// Do not move chat window
event CompetitiveGame_LowerChatWindow { }
event CompetitiveGame_RestoreChatWindow { }
event HudTournament_MoveChatWindow { }
