//Health Bonus Pulse
event HudHealthBonusPulse
{
	Animate PlayerStatusHealthValue		FgColor		"HP Buff"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpec		FgColor		"HP Buff"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpecgui		FgColor		"HP Buff"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel		FgColor		"HP Buff"		Linear 0.0 0.0

	Animate	PlayerStatusHealthBonusImage	Alpha	"255"		Linear 0.0 0.2
	Animate	PlayerStatusHealthBonusImage	Alpha	"0"		Linear 0.2 0.4

	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 PlayerStatusHealthValue		FgColor		"HP"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpec		FgColor		"HP"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpecgui		FgColor		"HP"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel		FgColor		"HP"		Linear 0.0 0.0
}

//Health Dying Pulse
event HudHealthDyingPulse
{
	Animate PlayerStatusHealthValue		FgColor		"HP Low"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpec		FgColor		"HP Low"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpecgui		FgColor		"HP Low"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel		FgColor		"HP Low"		Linear 0.0 0.0

	Animate	PlayerStatusHealthBonusImage	Alpha		"255"		Linear 0.0 0.075
	Animate	PlayerStatusHealthBonusImage	Alpha		"0"		Linear 0.125 0.075

	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 PlayerStatusHealthValue		FgColor		"HP"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpec		FgColor		"HP"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpecgui		FgColor		"HP"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel		FgColor		"HP"		Linear 0.0 0.0
}

//Low Ammo Pulse
event HudLowAmmoPulse
{
	Animate AmmoInClip		FgColor		"LowAmmo1"		Linear 0.0 0.075
	Animate AmmoInClip		FgColor		"LowAmmo2"		Linear 0.125 0.075

	Animate AmmoInReserve		FgColor		"LowAmmo1"		Linear 0.0 0.075
	Animate AmmoInReserve		FgColor		"LowAmmo2"		Linear 0.125 0.075

	Animate AmmoNoClip		FgColor		"LowAmmo1"		Linear 0.0 0.075
	Animate AmmoNoClip		FgColor		"LowAmmo2"		Linear 0.125 0.075

	RunEvent HudLowAmmoPulseLoop 0.25
}

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

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
}