event HudLowAmmoPulse
{
	Animate AmmoInClip		FgColor 	"Low Ammo 1" 	Linear 0.0 0.075
	Animate AmmoInClip 		FgColor 	"Low Ammo 2" 	Linear 0.125 0.075
	
	Animate AmmoInClipShadow		FgColor 	"Low Ammo Shadow" 	Linear 0.0 0.075
	Animate AmmoInClipShadow 		FgColor 	"Low Ammo Shadow" 	Linear 0.125 0.075
	
	Animate AmmoInReserveShadow 	FgColor 	"Low Ammo Shadow"	Linear 0.0 0.075
	Animate AmmoInReserveShadow 	FgColor 	"Low Ammo Shadow" 	Linear 0.125 0.075
	
	Animate AmmoInReserve	FgColor 	"Low Ammo 1" 	Linear 0.0 0.075
	Animate AmmoInReserve 	FgColor 	"Low Ammo 2" 	Linear 0.125 0.075
	
	Animate AmmoNoClip	 	FgColor 	"Low Ammo 1" 	Linear 0.0 0.075
	Animate AmmoNoClip		FgColor 	"Low Ammo 2" 	Linear 0.125 0.075
	
	Animate AmmoNoClipShadow	 	FgColor 	"Low Ammo Shadow" 	Linear 0.0 0.075
	Animate AmmoNoClipShadow		FgColor 	"Low Ammo Shadow" 	Linear 0.125 0.075
	
	RunEvent HudLowAmmoPulseLoop	0.5
}

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

event HudLowAmmoPulseStop
{
	StopEvent HudLowAmmoPulse 0.0
	StopEvent HudLowAmmoPulseLoop 0.0
	
	Animate AmmoInClip 				FgColor     "white" 		Linear 0.0 0.0
	Animate AmmoInClipShadow 		FgColor 	"zephyrclear" 		Linear 0.0 0.0
	Animate AmmoInReserveShadow 	FgColor 	"zephyrclear" 	Linear 0.0 0.0
	Animate AmmoInReserve 	FgColor 	"Ammo In Reserve" 	Linear 0.0 0.0
	Animate AmmoNoClip		FgColor 	"white"		Linear 0.0 0.0
	Animate AmmoNoClipShadow 		FgColor 	"zephyrclear"		Linear 0.0 0.0
	
}
