event HintMessageHide
{
	Animate HudHintDisplay FgColor	"255 220 0 0"   Linear  0.0 	0.2
	Animate HudHintDisplay HintSize	"0"		Deaccel 0.2	0.3
//	SetVisible overhpimage 0 0
	SetVisible lowhpimage 0 0
	SetVisible f4now 0 0
	Animate HealthValue_Shadow_Extra Alpha "0" Linear 0.0 0.0 // maybe?¡
 	RunEventChild MainMenuOverride whatcmd 0.0
	Animate AmmoInClip							FgColor		"Ammo_In_Clip"						Linear	0.0		0.0
	Animate AmmoInReserve						FgColor		"Ammo_In_Reserve"					Linear	0.0		0.0
	Animate AmmoNoClip							FgColor		"Ammo_No_Clip"						Linear	0.0		0.0	
}
event CompetitiveGame_RestoreChatWindow
{
	RunEvent HudHealthDyingPulseStop			0.1
	RunEvent HudHealthBonusPulseStop			0.1
	RunEvent HudLowAmmoPulseStop				0.1
	Animate AmmoInClip							FgColor		"Ammo_In_Clip"						Linear	0.0		0.0
	Animate AmmoInReserve						FgColor		"Ammo_In_Reserve"					Linear	0.0		0.0
	Animate AmmoNoClip							FgColor		"Ammo_No_Clip"						Linear	0.0		0.0	
}

event whatcmd
{
    //firecommand 0.0 "engine exec test.cfg"
}

event CatFlash
{
	Animate hitmarker2 Alpha "255" linear 0.0 0.0
	Animate hitmarker2 Alpha "0" linear 1.0 1.95
}
event DamagedPlayerMain
{

	StopEvent 	DamageAccountStuff	0.0
	RunEvent 	DamageAccountStuff      0.1 //lol

}
event DamageAccountStuff
{

}

//OVERTIME

// Show the Overtime panel
event OvertimeShow
{
	Animate OvertimeLabel				Alpha		"255"			Linear 0.0 0.1	
	Animate OvertimeBG					Alpha		"255"			Linear 0.0 0.1	
}

event OvertimeLabelPulseRed
{
	Animate	OvertimeLabel 	FgColor		"TanLight"	Linear 0.0 0
	Animate	OvertimeLabel 	FgColor		"TimerProgress.Warning"	Linear 0.3 0

	RunEvent OvertimeLabelPulseRed 0.6
}

//MATCH STATUS

event TeamStatus_PlayerDead
{
//	SetVisible respawntime  1 0
//	SetVisible ClassImageBox 1 0
//	SetVisible SolarHUDSkull 1 0
	
//	Animate ClassImageBox ypos 24 Deaccel 0 0.2
//	Animate SolarHUDSkull ypos 24 Deaccel 0 0.2
//	Animate respawntime ypos 6 Deaccel 0 0.2
	
}

event TeamStatus_PlayerAlive
{
//	Animate ClassImageBox ypos 2 Accel 0 0.2
//	Animate SolarHUDSkull ypos 2 Accel 0 0.2
//	Animate respawntime ypos 2 Accel 0 0.2
}
event HudTournament_ShowTimerDefault
{
	Animate CountdownLabel ypos 425 Linear 0 0
	Animate CountdownLabelShadow ypos 425 Linear 0 0
	SetVisible f4now 1 0
	SetVisible CountdownBG  1 0
	SetVisible CountdownLabel 1 0
	SetVisible CountdownLabelShadow 1 0
}

event HudTournament_HideTimer
{
	SetVisible f4now 0 0
	SetVisible CountdownBG  0 0
	SetVisible CountdownLabel 0 0
	SetVisible CountdownLabelShadow 0 0
}
event HudReadyPulse
{
	Animate	TournamentInstructionsLabel 	FgColor		"TanLight"		Linear 0.0 0.1
	Animate	TournamentInstructionsLabel 	FgColor		"RedSolid"		Linear 0.3 0.4
	SetVisible f4now 1 0
	SetVisible f4yes 0 0
	RunEvent HudReadyPulseLoop	0.5
}

event HudReadyPulseLoop
{
	RunEvent HudReadyPulse			0.0
}

event HudReadyPulseEnd
{
	Animate	TournamentInstructionsLabel 	FgColor		"TanLight"		Linear 0.0 0.1
	SetVisible f4now 0 0
	SetVisible f4yes 1 0
	StopEvent HudReadyPulse			0.0
	StopEvent HudReadyPulseLoop		0.0
}

//event ActiveTimerBGPulse		//this broke when adding overtime labels
//{
//	RunEventChild RedTimer KOTHTimerAppearRed 0
//	RunEventChild BlueTimer KOTHTimerAppearBlue 0
//}

//event KOTHTimerAppearBlue		//this broke when adding overtime labels
//{
//	Animate	TimePanelProgressBar 	xpos			"0"							Linear 0 0
//	Animate	TimePanelProgressBar 	zpos			"-100"						Linear 0 0
//	Animate TimePanelProgressBar	color_active	"SolarTeamBLU"				Linear 0 0
//	Animate TimePanelProgressBar	color_inactive	"SolarTeamBLUDark"			Linear 0 0
//}

//event KOTHTimerAppearRed		//this broke when adding overtime labels
//{
//	Animate	TimePanelProgressBar 	xpos			"31"						Linear 0 0
//	Animate	TimePanelProgressBar 	zpos			"-100"						Linear 0 0
//	Animate TimePanelProgressBar	color_active	"SolarTeamRED"				Linear 0 0
//	Animate TimePanelProgressBar	color_inactive	"SolarTeamREDDark"			Linear 0 0
//}
event DashboardDimmerReload
{
	RunEventChild MainMenuOverride FixDimmer 0
}

event FixDimmer
{
	RunEventChild MMDashboard LoadDimmer 0.001
	FireCommand 0.003 "engine hud_reloadscheme"
}

event LoadDimmer
{
	FireCommand 0 "dimmer_clicked"
}
event ActiveTimerHighlight
{	
}

event ActiveTimerDim
{
}
//Map vote percentage text
event MapVoted
{
	Animate VotesLabel	ypos	42		Deaccel 0	0.05
	Animate VotesLabel	ypos	40		Deaccel 0.05 0.1
	Animate VotesLabelStroke	ypos	42		Deaccel 0	0.05
	Animate VotesLabelStroke	ypos	40		Deaccel 0.05 0.1
}
//ONLY THE TIMER - BETWEEN ROUNDS
event HudMatchStatus_ShowCountdown
{
	SetVisible CountdownLabel 1 0
	SetVisible CountdownLabelShadow 1 0
	Animate CountdownLabel ypos 150 Linear 0 0
	Animate CountdownLabelShadow ypos 150 Linear 0 0
	Animate CountdownLabel ypos c0 Gain 0.75 0 0.4
	Animate CountdownLabelShadow ypos c-0 Gain 0.75 0 0.4
	SetVisible CountdownLabel 0 9.9
	SetVisible CountdownLabelShadow 0 9.9
}
//event HudTournament_AnimateTeams_In
//{
//}

//event HudTournament_AnimateTeams_Out
//{
//}



//===========================================================================================================================
event HudHealthBonusPulse
{
	
	RunEvent HudHealthBonusPulseLoop			0.0
}
event HudHealthBonusPulseLoop
{
	RunEvent HudHealthBonusPulseShadow			0.0
}
event HudHealthBonusPulseStop
{
	
	RunEvent HudHealthBonusPulseStopShadow		0.0
}
event HudHealthDyingPulse
{
	RunEvent HudHealthDyingPulseLoop			0.0
}
event HudHealthDyingPulseLoop
{
	RunEvent HudHealthDyingPulseShadow			0.0
}
event HudHealthDyingPulseStop
{
	RunEvent HudHealthDyingPulseStopShadow		0.0
}







//===========================================================================================================================
// HEALTH BUFF ANIMATION START
//===========================================================================================================================
event HudHealthBonusPulseShadow
{

	Animate	PlayerStatusHealthBonusImage			Alpha		"0"								Linear	0.0		0.2
	Animate	PlayerStatusHealthBonusImage			Alpha		"0"									Linear	0.2		0.4

	// NORMAL HEALTH --------------------------------------------------------------------------------------------------------
	Animate	PlayerStatusHealthBonusBG				Alpha		"0"								Linear	0.0		0.0
	Animate	PlayerStatusHealthBonusCross			Alpha		"0"								Linear	0.0		0.0
	Animate HealthValue								FGColor		"Health_Numbers"					Linear	0.0		0.0
	Animate HealthValue_Shadow						FGColor		"Health_Shadow_Buff"				Linear	0.0		0.0
	Animate HealthValue_Shadow_Extra				Alpha		"255"								Linear	0.0		0.0

	// TARGET HEALTH --------------------------------------------------------------------------------------------------------
	Animate PlayerStatusHealthValueTarget						FGColor		"Health_Buff_Target"				Linear	0.0		0.0

	// SPECTATOR HEALTH -----------------------------------------------------------------------------------------------------
	Animate HealthValue_Spec						FGColor		"Health_Buff_Spectator"				Linear	0.0		0.0

	// KILLER HEALTH --------------------------------------------------------------------------------------------------------
	Animate HealthValue_Killer_Shadow				FGColor		"Health_Buff_Killer"				Linear	0.0		0.0
	Animate HealthValue_Killer_Shadow_Extra			Alpha		"255"								Linear	0.0		0.0

	// FULLSCREEN -----------------------------------------------------------------------------------------------------------
	Animate FullScreen_Buff							Alpha		"80"								Linear	0.0		0.0

	RunEvent HudHealthBonusPulseLoop				0.4
}

//===========================================================================================================================
// HEALTH BUFF ANIMATION STOP
//===========================================================================================================================
event HudHealthBonusPulseStopShadow
{
	StopEvent HudHealthBonusPulseShadow				0.0
	StopEvent HudHealthBonusPulseLoop				0.0
	StopEvent HudHealthBonusPulse					0.0

	// NORMAL HEALTH --------------------------------------------------------------------------------------------------------
	Animate	PlayerStatusHealthBonusBG				Alpha		"0"									Linear	0.0		0.0
	Animate	PlayerStatusHealthBonusCross			Alpha		"0"									Linear	0.0		0.0
	Animate HealthValue								FGColor		"Health_Numbers"					Linear	0.0		0.0
	Animate HealthValue_Shadow						FGColor		"Main_Shadow"						Linear	0.0		0.0
	Animate HealthValue_Shadow_Extra				Alpha		"0"									Linear	0.0		0.0

	// TARGET HEALTH --------------------------------------------------------------------------------------------------------
	Animate PlayerStatusHealthValueTarget						FGColor		"Health_Numbers"					Linear	0.0		0.0

	// SPECTATOR HEALTH -----------------------------------------------------------------------------------------------------
	Animate HealthValue_Spec						FGColor		"Health_Numbers"					Linear	0.0		0.0

	// KILLER HEALTH --------------------------------------------------------------------------------------------------------
	Animate HealthValue_Killer_Shadow				FGColor		"Main_Shadow"						Linear	0.0		0.0
	Animate HealthValue_Killer_Shadow_Extra			Alpha		"0"									Linear	0.0		0.0

	// FULLSCREEN -----------------------------------------------------------------------------------------------------------
	Animate FullScreen_Buff							Alpha		"0"									Linear	0.0		0.0
}

//===========================================================================================================================
// LOW HEALTH ANIMATION START
//===========================================================================================================================
event HudHealthDyingPulseShadow
{
		SetVisible lowhpimage 1 0
		SetVisible overhpimage 0 0
	Animate	PlayerStatusHealthBonusImage			Alpha		"255"								Linear	0.0		0.075
	Animate	PlayerStatusHealthBonusImage			Alpha		"0"									Linear	0.125	0.075

	// NORMAL HEALTH --------------------------------------------------------------------------------------------------------
	Animate	PlayerStatusHealthDyingBG				Alpha		"200"								Linear	0.0		0.0
	Animate	PlayerStatusHealthDyingCross			Alpha		"255"								Linear	0.0		0.0
	Animate HealthValue								FGColor		"Health_Numbers"					Linear	0.0		0.0
	Animate HealthValue_Shadow						FGColor		"Health_Hurt"				Linear	0.0		0.0
	Animate HealthValue_Shadow_Extra				Alpha		"255"								Linear	0.0		0.0

	// TARGET HEALTH --------------------------------------------------------------------------------------------------------
	Animate PlayerStatusHealthValueTarget						FGColor		"Health_Hurt_Target"				Linear	0.0		0.0

	// SPECTATOR HEALTH -----------------------------------------------------------------------------------------------------
	Animate HealthValue_Spec						FGColor		"Health_Hurt_Spectator"				Linear	0.0		0.0

	// KILLER HEALTH --------------------------------------------------------------------------------------------------------
	Animate HealthValue_Killer_Shadow				FGColor		"Health_Hurt_Killer"				Linear	0.0		0.0
	Animate HealthValue_Killer_Shadow_Extra			Alpha		"255"								Linear	0.0		0.0

	// FULLSCREEN -----------------------------------------------------------------------------------------------------------
	Animate FullScreen_Hurt							Alpha		"80"								Linear	0.0		0.0

	RunEvent HudHealthDyingPulseLoop				0.25
}

//===========================================================================================================================
// LOW HEALTH ANIMATION STOP
//===========================================================================================================================
event HudHealthDyingPulseStopShadow
{
	StopEvent HudHealthDyingPulseShadow				0.0
	StopEvent HudHealthDyingPulseLoop				0.0

	// NORMAL HEALTH --------------------------------------------------------------------------------------------------------
	Animate	PlayerStatusHealthDyingBG				Alpha		"0"									Linear	0.0		0.0
	Animate	PlayerStatusHealthDyingCross			Alpha		"0"									Linear	0.0		0.0
	Animate HealthValue								FGColor		"Health_Numbers"					Linear	0.0		0.0
	Animate HealthValue_Shadow						FGColor		"Main_Shadow"						Linear	0.0		0.0
	Animate HealthValue_Shadow_Extra				Alpha		"0"									Linear	0.0		0.0

	// TARGET HEALTH --------------------------------------------------------------------------------------------------------
	Animate PlayerStatusHealthValueTarget						FGColor		"Health_Numbers"					Linear	0.0		0.0

	// SPECTATOR HEALTH -----------------------------------------------------------------------------------------------------
	Animate HealthValue_Spec						FGColor		"Health_Numbers"					Linear	0.0		0.0
	SetVisible lowhpimage 0 0
	SetVisible overhpimage 1 0
	// KILLER HEALTH --------------------------------------------------------------------------------------------------------
	Animate HealthValue_Killer_Shadow				FGColor		"Main_Shadow"						Linear	0.0		0.0
	Animate HealthValue_Killer_Shadow_Extra			Alpha		"0"									Linear	0.0		0.0

	// FULLSCREEN -----------------------------------------------------------------------------------------------------------
	Animate FullScreen_Hurt							Alpha		"0"									Linear	0.0		0.0
}
event HudLowAmmoPulse
{
	Animate AmmoInClip							FgColor		"Ammo_In_Clip_Low"					Linear	0.0		0.0

	Animate AmmoInReserve						FgColor		"Ammo_In_Reserve_Low"				Linear	0.0		0.0

	Animate AmmoNoClip							FgColor		"Ammo_No_Clip_Low"					Linear	0.0		0.0

	RunEvent HudLowAmmoPulseLoop				0.4
}

event HudLowAmmoPulseStop
{
	StopEvent HudLowAmmoPulse					0.0
	StopEvent HudLowAmmoPulseLoop				0.0

	Animate AmmoInClip							FgColor		"Ammo_In_Clip"						Linear	0.0		0.0

	Animate AmmoInReserve						FgColor		"Ammo_In_Reserve"					Linear	0.0		0.0

	Animate AmmoNoClip							FgColor		"Ammo_No_Clip"						Linear	0.0		0.0
}

//====================================================================================================================