//Hitmaker
event DamagedPlayer{RunEvent HitmarkerFlash 0.0}

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

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

	Animate	PlayerStatusHealthImageOverheal 	Alpha		"255"			Linear 0.0 0.0
	
	Animate	FullScreen_Buff						Alpha		"80"			Linear 0.0 0.075
	Animate	FullScreen_Buff						Alpha		"30"			Linear 0.125 0.075
	
	Animate	PlayerHealthValue					FgColor		"Overheal" 		Accel 0.0 0.0
	Animate	OtherPlayerStatusHealthValue		FgColor		"Overheal" 		Accel 0.0 0.0	
	Animate PlayerStatusHealthValue 			FgColor		"Overheal" 		Accel 0.0 0.0
	Animate PlayerStatusHealthValueSpectator 	FgColor		"Overheal" 		Accel 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel 	FgColor		"Overheal" 		Accel 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	PlayerStatusHealthImageOverheal		Alpha		"0"				Linear 0.0 0.0
	
	Animate FullScreen_Buff						Alpha		"0"				Linear 0.0 0.0	
	
	Animate	PlayerHealthValue					FgColor		"TanLight" 		Accel 0.0 0.0
	Animate	OtherPlayerStatusHealthValue		FgColor		"TanLight" 		Accel 0.0 0.0		
	Animate PlayerStatusHealthValue 			FgColor		"TanLight" 		Accel 0.0 0.0
	Animate PlayerStatusHealthValueSpectator 	FgColor		"TanLight" 		Accel 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel 	FgColor		"TanLight" 		Accel 0.0 0.0
}

//===========================================
//Fix stuck health animations on death
event CompetitiveGame_RestoreChatWindow
{
    Animate HudChat ypos 275 Accel 0 0  //Default animation

    //Fix stuck animations
    RunEvent HudHealthDyingPulseStop 0.01
    RunEvent HudHealthBonusPulseStop 0.01
    RunEvent HudLowAmmoPulseStop 0.01
    RunEvent HudMedicChargedStop 0.01
}

//Health Dying Pulse
event HudHealthDyingPulse
{
	RunEventChild hudplayerclass FullScreen_hurte 0
	Animate	PlayerStatusHealthBonusImage 	Alpha		"0"					Linear 0.125 0.075
	
	Animate PlayerStatusHealthImage			Alpha		"255" 				Linear 0.0 0.075
	Animate PlayerStatusHealthImage			FgColor		"0 0 0 0" 			Linear 0.125 0.075
	
	Animate FullScreen_Hurt					Alpha		"80"				Linear 0.0 0.075
	Animate FullScreen_Hurt					Alpha		"30"				Linear 0.125 0.075
	
	Animate	OtherPlayerStatusHealthValue	FgColor		"NegativeNumbers" 	Linear 0.0 0.0
	
	Animate PlayerStatusHealthValue			FgColor		"TanLight" 			Linear 0.0 0.075
	Animate PlayerStatusHealthValue			FgColor		"NegativeNumbers" 	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		"TanLight" 			Linear 0.0 0.0
	Animate	OtherPlayerStatusHealthValue	FgColor		"TanLight" 			Linear 0.0 0.0
	
	Animate FullScreen_Hurt					Alpha		"0"					Linear 0.0 0.0	
}

//===========================================
//Low Ammo Pulse
event HudLowAmmoPulse
{
	Animate HudWeaponLowAmmoImage       Alpha       "0"					Accel 0.0 0.0
	
	Animate AmmoInClip					FgColor		"TanLight" 			Linear 0.0 0.075
	Animate AmmoInClip					FgColor		"NegativeNumbers" 	Linear 0.125 0.075
	
	Animate AmmoInReserve   			FgColor		"TanLight" 			Linear 0.0 0.075
    Animate AmmoInReserve   			FgColor		"NegativeNumbers" 	Linear 0.125 0.075

    Animate AmmoNoClip      			FgColor		"TanLight" 			Linear 0.0 0.075
    Animate AmmoNoClip					FgColor		"NegativeNumbers" 	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 HudWeaponLowAmmoImage       Alpha       "0"				Accel 0.0 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
}
event HitmarkerFlash
{
	Animate "Hitmarker"				Alpha		"255"						Linear	0.0		0.00001
	Animate "Hitmarker"				Alpha		"0"							Linear	0.10	0.10001
}
//===========================================
event SurveyShowSequence
{
	// Modified: quickly gets rid of the survey
	RunEventChild Survey SurveyDelete 0

//	Animate Survey		ypos	480		Linear 0 0
//	Animate Survey		ypos	150		Linear 1 0.3
//	Animate Survey		ypos	130		Deaccel 1.3 0.1
//	Animate Survey		ypos	150		Accel 1.4 0.1
}