event LevelInit
{
}

event OpenWeaponSelectionMenu
{
StopEvent CloseWeaponSelectionMenu0.0
StopEvent WeaponPickup0.0

// make the display visible
Animate HudWeaponSelection Alpha "128"Linear 0.0 0.1
Animate HudWeaponSelection SelectionAlpha "255"Linear 0.0 0.1
Animate HudWeaponSelection FgColor"FgColor"Linear 0.0 0.1
//Animate HudWeaponSelection TextColor"BrightFg"Linear 0.0 0.1
Animate HudWeaponSelection TextScan"1" Linear 0.0 0.1
}

event CloseWeaponSelectionMenu
{
StopEvent CloseWeaponSelectionMenu0.0
StopEvent WeaponPickup0.0

// make the display visible
Animate HudWeaponSelection Alpha "128"Linear 0.0 0.1
Animate HudWeaponSelection SelectionAlpha "255"Linear 0.0 0.1
Animate HudWeaponSelection FgColor"FgColor"Linear 0.0 0.1
//Animate HudWeaponSelection TextColor"BrightFg"Linear 0.0 0.1
Animate HudWeaponSelection TextScan"1" Linear 0.0 0.1
}


event MenuOpen
{
StopEventMenuClose 0.0 

// fade in
Animate HudMenu Alpha "255"Linear 0.0 0.1
Animate HudMenu SelectionAlpha "255"Linear 0.0 0.1
Animate HudMenu FgColor"FgColor"Linear 0.0 0.1
Animate HudMenu MenuColor"MenuColor"Linear0.0 0.1
Animate HudMenu ItemColor"ItemColor"Linear 0.0 0.1
Animate HudMenu TextScan"1"Linear 0.0 0.1

// Undo any blur
Animate HudMenuBlur"1"Linear0.00.01
}

event MenuClose
{
// Hide it
Animate HudMenu Alpha "0" Linear 0.0 1
Animate HudMenu SelectionAlpha "0" Linear 0.0 1
Animate HudMenu FgColor"0 0 0 0" Linear 0.0 1
Animate HudMenu MenuColor"0 0 0 0" Linear 0.0 1
Animate HudMenu ItemColor"0 0 0 0" Linear 0.0 1
}

event MenuPulse
{
Animate HudMenuBlur"7"Linear0.00.1
Animate HudMenuBlur"2"Deaccel0.10.1
Animate HudMenuBlur"7"Linear0.20.1
Animate HudMenuBlur"2"Deaccel0.30.1
Animate HudMenuBlur"7"Linear0.40.1
Animate HudMenuBlur"2"Deaccel0.50.1
AnimateHudMenuBlur"1"Deaccel0.60.4
}

event TimerIncrement
{
Animate HudTimerBlur"7"Linear0.00.1
Animate HudTimerBlur"2"Deaccel0.10.8
AnimateHudTimerBlur"0"Deaccel1.11.5
}

event TimerDecrement
{
Animate HudTimerBlur"7"Linear0.00.1
Animate HudTimerBlur"2"Deaccel0.10.8
AnimateHudTimerBlur"0"Deaccel1.11.5
}


event ResourceIncrement
{
Animate HudResourcesBlur"3"Linear0.00.0
Animate HudResourcesPulseAmount"0"Linear0.00.01
Animate HudResourcesBlur"1"Deaccel0.11.5
Animate HudResourcesPulseAmount"1"Linear0.12

Animate HudResourcesPulseAmount"0"Linear22
}

event ResourceDecrement
{
Animate HudResourcesBlur"7"Linear0.00.0
Animate HudResourcesPulseAmount"0"Linear0.00.01
Animate HudResourcesBlur"1"Deaccel0.11.5
Animate HudResourcesPulseAmount"1"Linear0.12

Animate HudResourcesPulseAmount"0"Linear22
}

event ResourcePickup
{
Animate HudResourcesPickupAlpha"255"Linear00
Animate HudResourcesPickupPosition"80 r40"Linear00
Animate HudResourcesPickupPosition"80 r120"Deaccel01
Animate HudResourcesPickupBlur"7"Deaccel 00.2
Animate HudResourcesPickupAlpha"0"Deaccel.80.2
AnimateHudResourcesPickupBlur"1"Deaccel0.20.3
}

event HintMessageShow
{
Animate HudHintDisplay HintSize"1"Deaccel 0.00.3
Animate HudHintDisplay FgColor"FgColor" Linear 0.4 0.4

// flash text
Animate HudHintDisplay FgColor"FgColor" Linear 1.5 0.01
Animate HudHintDisplay FgColor"255 220 0 255" Linear 2.0 0.2
Animate HudHintDisplay FgColor"FgColor" Linear 2.2 0.2
Animate HudHintDisplay FgColor"255 220 0 255" Linear 3.0 0.2
Animate HudHintDisplay FgColor"FgColor" Linear 3.2 0.2

// hide the panel after a while
Animate HudHintDisplay FgColor"255 220 0 0"Linear10.0 0.2
Animate HudHintDisplay HintSize"0"Deaccel 10.20.3
}


event HintMessageHide
{
Animate HudHintDisplay FgColor"255 220 0 0"Linear0.0 0.2
Animate HudHintDisplay HintSize"0"Deaccel 0.20.3
}

event KeyHintMessageShow
{
// show the hints
Animate HudHintKeyDisplay Alpha255 Linear 0.0 0.5

// flash text
Animate HudHintKeyDisplay FgColor"FgColor" Linear 0.0 0.01
Animate HudHintKeyDisplay FgColor"255 220 0 255" Linear 0.5 0.2
Animate HudHintKeyDisplay FgColor"FgColor" Linear 0.7 0.2
Animate HudHintKeyDisplay FgColor"255 220 0 255" Linear 1.5 0.2
Animate HudHintKeyDisplay FgColor"FgColor" Linear 1.7 0.2

// hide the panel after a while
Animate HudHintKeyDisplay Alpha0 Linear 12.0 1.0
}

event KeyHintMessageHide
{
Animate HudHintKeyDisplay Alpha0 Linear 0.0 0.5
}

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

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

RunEvent HudHealthBonusPulseLoop0.4
}

// call to loop HudHealthBonusPulse
event HudHealthBonusPulseLoop
{
RunEvent HudHealthBonusPulse 0.0
}

event HudHealthBonusPulseStop
{
StopEvent HudHealthBonusPulse 0.0
StopEvent HudHealthBonusPulseLoop 0.0
}

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

//Health Dying Pulse
event HudHealthDyingPulse
{
AnimatePlayerStatusHealthBonusImage Alpha"255"Linear 0.0 0.075
AnimatePlayerStatusHealthBonusImage Alpha"0"Linear 0.125 0.075

RunEvent HudHealthDyingPulseLoop0.25
}

// call to loop HudHealthDyingPulse
event HudHealthDyingPulseLoop
{
RunEvent HudHealthDyingPulse 0.0
}

event HudHealthDyingPulseStop
{
StopEvent HudHealthDyingPulse 0.0
StopEvent HudHealthDyingPulseLoop 0.0
}

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

event HudLowAmmoPulse
{
AnimateHudWeaponLowAmmoImageAlpha"255"Linear 0.0 0.075
AnimateHudWeaponLowAmmoImageAlpha"0"Linear 0.125 0.075

RunEvent HudLowAmmoPulseLoop0.25
}

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

event HudLowAmmoPulseStop
{
StopEvent HudLowAmmoPulse 0.0
StopEvent HudLowAmmoPulseLoop 0.0
}

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

event ControlPointIconShrink
{
Animate HudControlPointIcons icon_expand "0" Linear 0.0 0.2
}

event ControlPointIconGrow
{
Animate HudControlPointIcons icon_expand "4" Linear 0.0 0.2
}

// Metal Account

//activecolor - instantly turn red, fade back to yellow
event AccountMoneyRemoved
{
Animate HudAccountFgColor"HudIcon_Red" Linear 0.0 0.0001
Animate HudAccountFgColor"OrangeDim" Accel 0.0 3.0

AnimateHudAccountAmmo2Color "HudIcon_Red" Linear 0.0 0.0001
Animate HudAccountAmmo2Color "0 0 0 0" Accel 0.0 3.0
}

//activecolor - instantly turn green, fade back to yellow
event AccountMoneyAdded
{
Animate HudAccountFgColor"HudIcon_Green" Linear 0.0 0.0001
Animate HudAccountFgColor"OrangeDim" Accel 0.0 3.0

Animate HudAccountAmmo2Color "HudIcon_Green" Accel 0.0 0.0001
Animate HudAccountAmmo2Color "0 0 0 0" Accel 0.0 3.0
}

event AccountMoneyInvisible
{
Animate HudAccountFgColor"OrangeDim" Accel 0.0 0.0001
Animate HudAccountAmmo2Color "0 0 0 0" Accel 0.0 0.0001
}

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

event FlagOutlineHide
{
Animate OutlineImageAlpha"0"Linear 0.0 0.1
}

// Local player flag pickup/drop
event FlagOutline
{
RunEvent FlagOutlineHide 0.0
Animate OutlineImageAlpha"255"Linear 0.1 0.2

Animate OutlineImagePosition"c-200 140"Linear 0.1 0.2
Animate OutlineImageSize"400 200"Linear 0.1 0.2

Animate OutlineImagePosition"c-50 r137"Linear 0.7 0.2
Animate OutlineImageSize"100 50"Linear 0.7 0.2

Animate OutlineImageAlpha"0"Linear 0.9 0.1
}

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

// Spy Disguise
event HudSpyDisguiseChanged
{
Animate PlayerStatusSpyOutlineImageAlpha"255"Linear 0.0 0.2

Animate PlayerStatusSpyOutlineImagePosition"c-200 c-200"Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImageSize"400 400"Linear 0.0 0.2

RunEvent HudSpyDisguiseHide0.7
}

event HudSpyDisguiseHide
{
Animate PlayerStatusSpyOutlineImagePosition"3 413"Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImageSize"55 55"Linear 0.0 0.2

Animate PlayerStatusSpyOutlineImageAlpha"0"Linear 0.2 0.1
}

event HudSpyDisguiseFadeIn
{
RunEvent HudSpyDisguiseChanged0
Animate PlayerStatusSpyImageAlpha"255"Linear 0.9 0.1
}

event HudSpyDisguiseFadeOut
{
RunEvent HudSpyDisguiseChanged0
Animate PlayerStatusSpyImageAlpha"0"Linear 0.9 0.1
}

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

// Show the Overtime panel
event OvertimeShow
{
Animate OvertimeLabelAlpha"255"Linear 0.0 0.1
Animate OvertimeBGAlpha"255"Linear 0.0 0.1
}


event HudSnapShotReminderIn
{
Animate ScreenshotPanelPosition"c-83 -50"Linear 0.0 0.001
Animate ScreenshotPanelPosition"c-83 13"Spline 0.001 0.2
}

event HudReplayReminderIn// Places the replay reminder in the same place as the snapshot reminder
{
Animate ReplayReminderPosition"c-83 -50"Linear 0.0 0.001
Animate ReplayReminderPosition"c-83 13"Spline 0.001 0.2
}

event HudReplayReminderIn2// Puts the panel below the snapshot panel
{
Animate ReplayReminderPosition"c-83 -50"Linear 0.0 0.001
Animate ReplayReminderPosition"c-83 53"Spline 0.001 0.2
}

event HudReplayTipIn
{
Animate ReplayTipPosition"10 -100"Linear 0.0 0.001
Animate ReplayTipPosition"10 6"Spline 0.001 0.1
}

event HudReplayTipOut
{
Animate ReplayTipPosition"10 6"Linear 0.0 0.001
Animate ReplayTipPosition"10 -100"Spline 0.001 0.1
}

event HudTournamentSetupPanelOpen
{
Animate HudTournamentSetupPosition"c-90 -70"Linear 0.0 0.001
Animate HudTournamentSetupPosition"c-90 70"Spline 0.001 0.2
}

event HudTournamentSetupPanelClose
{
Animate HudTournamentSetupPosition"c-90 70"Linear 0.0 0.001
Animate HudTournamentSetupPosition"c-90 -70"Spline 0.001 0.2
}


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

// Flash the medic charge hud when we have full charge

event HudMedicCharged
{
AnimateChargeLabel FgColor"TanLight"Linear 0.0 0.1
AnimateChargeLabel FgColor"TanDarker"Linear 0.3 0.4

AnimateChargeMeter FgColor"TanLight"Linear 0.0 0.1
AnimateChargeMeter FgColor"TanDarker"Linear 0.3 0.4

RunEvent HudMedicChargedLoop0.6
}

// call to loop HudHealthBonusPulse
event HudMedicChargedLoop
{
RunEvent HudMedicCharged 0.0
}

event HudMedicChargedStop
{
StopEvent HudMedicCharged 0.0
StopEvent HudMedicChargedLoop 0.0

AnimateChargeLabel FgColor"TanLight"Linear 0.0 0.0001
AnimateChargeMeter FgColor"TanLight"Linear 0.0 0.0001
}

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

event VideoCaptionFadeIn
{
Animate VideoCaptionAlpha"255"Linear 0.0 0.1
}

event VideoCaptionFadeOut
{
Animate VideoCaptionAlpha"0"Linear 0.0 0.1
}

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

// arena

event ArenaVsPanelOnShow
{
}

event ArenaVsPanelSlideIn
{

}

event ArenaVsPanelSlideOut
{
}

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

//Cart Alarm Pulse
event HudCartAlarmPulse
{
AnimateEscortItemImageAlert Alpha"160"Linear 0.0 0.3
AnimateEscortItemImageAlert Alpha"0"Linear 0.6 0.3

RunEvent HudCartAlarmPulseLoop1.2
}

event HudCartAlarmPulseLoop
{
RunEvent HudCartAlarmPulse 0.0
}

event HudCartAlarmPulseStop
{
StopEvent HudCartAlarmPulse 0.0
StopEvent HudCartAlarmPulseLoop 0.0
}

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

// Active Timer BG Pulse
event ActiveTimerBGPulse
{
AnimateActiveTimerBG Alpha"0"Linear 0.1 0.1
AnimateActiveTimerBG Alpha"255"Linear 0.3 0.1

AnimateActiveTimerBG Alpha"0"Linear 0.5 0.1
AnimateActiveTimerBG Alpha"255"Linear 0.7 0.1

AnimateActiveTimerBG Alpha"0"Linear 0.9 0.1
AnimateActiveTimerBG Alpha"255"Linear 1.1 0.1
}

event ActiveTimerHighlight
{
Animate TimePanelValue FgColorTanLightLinear 0.1 0.1
Animate TimePanelValue FgColor"142 134 115 255"Linear 0.3 0.1

Animate TimePanelValue FgColorTanLightLinear 0.5 0.1
Animate TimePanelValue FgColor"142 134 115 255"Linear 0.7 0.1

Animate TimePanelValue FgColorTanLightLinear 0.9 0.1
Animate TimePanelValue FgColor"142 134 115 255"Linear 1.1 0.1

Animate TimePanelValue FgColorTanLightLinear 1.3 0.3

}

event ActiveTimerDim
{
// Slow fade out
Animate TimePanelValue FgColor"142 134 115 255"Linear 0.0 0.4
}

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

event OvertimeLabelPulseRed
{
AnimateOvertimeLabel FgColorTanLightLinear 0.0 0.3
AnimateOvertimeLabel FgColorRedSolidLinear 0.3 0.3

RunEvent OvertimeLabelPulseRed 0.6
}

event SuddenDeathLabelPulseRed
{
AnimateSuddenDeathLabel FgColorTanLightLinear 0.0 0.3
AnimateSuddenDeathLabel FgColorRedSolidLinear 0.3 0.3

RunEvent SuddenDeathLabelPulseRed 0.2
}

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

event TeamsFullArrowAnimate
{
Animate TeamsFullArrowPosition"c-118 165"Linear00
Animate TeamsFullArrowPosition"c-118 180"Linear00.4
Animate TeamsFullArrowPosition"c-118 165"Linear0.40.4

RunEvent TeamsFullArrowAnimateLoop0.8
}

event TeamsFullArrowAnimateLoop
{
RunEvent TeamsFullArrowAnimate 0.0
}

event TeamsFullArrowAnimateEnd
{
StopEvent TeamsFullArrowAnimate 0.0
StopEvent TeamsFullArrowAnimateLoop 0.0
}

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

event TrainingHudBounce
{
Animate ObjectiveStatusTrainingPosition"c-160 r187"Linear 0 0
Animate ObjectiveStatusTrainingPosition"c-160 r127"Bounce 0.0 2.0
}

event TrainingPressSpacebarBlink
{
AnimatePressSpacebarToContinue Alpha"255"Linear 0.0 0.1
AnimatePressSpacebarToContinue Alpha"0"Linear 0.2 0.1

AnimatePressSpacebarToContinue Alpha"255"Linear 0.4 0.1
AnimatePressSpacebarToContinue Alpha"0"Linear 0.6 0.1

AnimatePressSpacebarToContinue Alpha"255"Linear 0.8 0.1
AnimatePressSpacebarToContinue Alpha"0"Linear 1.0 0.1

AnimatePressSpacebarToContinue Alpha"255"Linear 1.2 0.1

RunEvent TrainingPressSpacebarBlinkLoop3.0
}

event TrainingPressSpacebarBlinkLoop
{
RunEvent TrainingPressSpacebarBlink0.0
}

event TrainingPressSpacebarBlinkStop
{
StopEvent TrainingPressSpacebarBlink0.0
StopEvent TrainingPressSpacebarBlinkLoop 0.0
}

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

event IntroMovieContinueBlink
{
Animatecontinue Alpha"255"Linear 0.0 0.1
Animatecontinue Alpha"0"Linear 0.2 0.1

Animatecontinue Alpha"255"Linear 0.4 0.1
Animatecontinue Alpha"0"Linear 0.6 0.1

Animatecontinue Alpha"255"Linear 0.8 0.1
Animatecontinue Alpha"0"Linear 1.0 0.1

Animatecontinue Alpha"255"Linear 1.2 0.1

RunEvent IntroMovieContinueBlinkLoop2.0
}

event IntroMovieContinueBlinkLoop
{
RunEvent IntroMovieContinueBlink0.0
}

event IntroMovieContinueBlinkStop
{
StopEvent IntroMovieContinueBlink0.0
StopEvent IntroMovieContinueBlinkLoop 0.0
}

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

event HasMOTDBlink
{
AnimateMOTD_ShowButtonPanel_SB Alpha"255"Linear 0.0 0.1
AnimateMOTD_ShowButtonPanel_SB Alpha"0"Linear 0.2 0.1

AnimateMOTD_ShowButtonPanel_SB Alpha"255"Linear 0.4 0.1
AnimateMOTD_ShowButtonPanel_SB Alpha"0"Linear 0.6 0.1

AnimateMOTD_ShowButtonPanel_SB Alpha"255"Linear 0.8 0.1
AnimateMOTD_ShowButtonPanel_SB Alpha"0"Linear 1.0 0.1

AnimateMOTD_ShowButtonPanel_SB Alpha"255"Linear 1.2 0.1

RunEvent HasMOTDBlinkLoop2.0
}

event HasMOTDBlinkLoop
{
RunEvent HasMOTDBlink0.0
}

event HasMOTDBlinkStop
{
StopEvent HasMOTDBlink0.0
StopEvent HasMOTDBlinkLoop 0.0
AnimateMOTD_ShowButtonPanel_SB Alpha"255"Linear 0.0 0.1
}

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

event HasNotificationsBlink
{
AnimateNotifications_ShowButtonPanel_SB Alpha"255"Linear 0.0 0.1
AnimateNotifications_ShowButtonPanel_SB Alpha"0"Linear 0.2 0.1

AnimateNotifications_ShowButtonPanel_SB Alpha"255"Linear 0.4 0.1
AnimateNotifications_ShowButtonPanel_SB Alpha"0"Linear 0.6 0.1

AnimateNotifications_ShowButtonPanel_SB Alpha"255"Linear 0.8 0.1
AnimateNotifications_ShowButtonPanel_SB Alpha"0"Linear 1.0 0.1

AnimateNotifications_ShowButtonPanel_SB Alpha"255"Linear 1.2 0.1

RunEvent HasNotificationsBlinkLoop2.0
}

event HasNotificationsBlinkLoop
{
RunEvent HasNotificationsBlink0.0
}

event HasNotificationsBlinkStop
{
StopEvent HasNotificationsBlink0.0
StopEvent HasNotificationsBlinkLoop 0.0
AnimateNotifications_ShowButtonPanel_SB Alpha"255"Linear 0.0 0.1
}

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

event AddToCartBlink
{
AnimateCartButtonBgColor"TanDark"Linear 0.0 0.01
AnimateCartButtonBgColor"255 150 0 255"Linear 0.1 0.01

AnimateCartButton BgColor"TanDark"Linear 0.2 0.01
AnimateCartButton BgColor"255 150 0 255"Linear 0.3 0.01

AnimateCartButton BgColor"TanDark"Linear 0.4 0.01
AnimateCartButton BgColor"255 150 0 255"Linear 0.5 0.01

AnimateCartButtonBgColor"TanDark"Linear 0.6 0.01
AnimateCartButtonBgColor"255 150 0 255"Linear 0.7 0.01

AnimateCartButton BgColor"TanDark"Linear 0.8 0.01
AnimateCartButton BgColor"255 150 0 255"Linear 0.9 0.01

AnimateCartButton BgColor"TanDark"Linear 1.0 0.01
}

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

event NotificationsPresentBlink
{
AnimateNotificationsPresentPanel Alpha"255"Linear 0.0 0.1
AnimateNotificationsPresentPanel Alpha"0"Linear 0.2 0.1

AnimateNotificationsPresentPanel Alpha"255"Linear 0.4 0.1
AnimateNotificationsPresentPanel Alpha"0"Linear 0.6 0.1

AnimateNotificationsPresentPanel Alpha"255"Linear 0.8 0.1
AnimateNotificationsPresentPanel Alpha"0"Linear 1.0 0.1

AnimateNotificationsPresentPanel Alpha"255"Linear 1.2 0.1

RunEvent NotificationsPresentBlinkLoop2.0
}

event NotificationsPresentBlinkLoop
{
RunEvent NotificationsPresentBlink0.0
}

event NotificationsPresentBlinkStop
{
StopEvent NotificationsPresentBlink0.0
StopEvent NotificationsPresentBlinkLoop 0.0
AnimateNotificationsPresentPanel Alpha"255"Linear 0.0 0.1
}

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

event DamagedPlayer
{
// empty
}

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

event SpyWarningFlash
{
AnimateEnemyCountImageBGBgColor"RedSolid"Linear 0.0 0.01
AnimateEnemyCountImageBGBgColor"TanLight"Linear 0.21 0.01

RunEventSpyWarningFlashLoop0.42
}

event SpyWarningFlashLoop
{
RunEvent SpyWarningFlash0.0
}
 
event SpyWarningFlashEnd
{
StopEvent SpyWarningFlash0.0
StopEvent SpyWarningFlashLoop0.0
}

event HudReadyPulse
{
AnimateTournamentInstructionsLabel FgColor"TanLight"Linear 0.0 0.1
AnimateTournamentInstructionsLabel FgColor"RedSolid"Linear 0.3 0.4

RunEvent HudReadyPulseLoop0.5
}

event HudReadyPulseLoop
{
RunEvent HudReadyPulse0.0
}

event HudReadyPulseEnd
{
AnimateTournamentInstructionsLabel FgColor"TanLight"Linear 0.0 0.1

StopEvent HudReadyPulse0.0
StopEvent HudReadyPulseLoop0.0
}

// Respec in Win
event RespecEarnedPulse
{
AnimateRespecTextLabelWinFgColor"TanLight"Linear 0.0 0.1
AnimateRespecTextLabelWinFgColor"RedSolid"Linear 0.3 0.4

RunEvent RespecEarnedPulseLoop0.5
}

event RespecEarnedPulseLoop
{
RunEvent RespecEarnedPulse0.0
}

event RespecEarnedPulseEnd
{
AnimateRespecTextLabelWin FgColor"TanLight"Linear 0.0 0.1

StopEvent RespecEarnedPulse0.0
StopEvent RespecEarnedPulseLoop0.0
}

// Respec on Loss
event RespecEarnedPulseLoss
{
AnimateRespecTextLabelLossFgColor"TanLight"Linear 0.0 0.1
AnimateRespecTextLabelLossFgColor"RedSolid"Linear 0.3 0.4

RunEvent RespecEarnedPulseLoopLoss0.5
}

event RespecEarnedPulseLoopLoss
{
RunEvent RespecEarnedPulseLoss0.0
}

event RespecEarnedPulseEndLoss
{
AnimateRespecTextLabelLoss FgColor"TanLight"Linear 0.0 0.1
AnimateRespecTextLabelLoss FgColor"TanLight"Linear 0.0 0.1

StopEvent RespecEarnedPulseLoss0.0
StopEvent RespecEarnedPulseLoopLoss0.0
}

event RDPositiveScorePulse
{
Animate Score FgColor"25 255 25 255"Linear 0.0 0.0
Animate Score FgColor"TanLight"Linear 0.1 0.2

Animate Score Position"3 5"Deaccel 0.0 0.05
Animate Score Position"3 10"Accel 0.05 0.2

Animate ScoreShadow FgColor"0 0 0 200"Deaccel 0.0 0.05
Animate ScoreShadow FgColor"0 0 0 255"Accel 0.1 0.2
}

event RDNegativeScorePulse
{
Animate Score FgColor"255 75 75 255"Linear 0.0 0.0
Animate Score FgColor"TanLight"Linear 0.1 0.2

Animate Score Position"3 5"Deaccel 0.0 0.05
Animate Score Position"3 10"Accel 0.05 0.2

Animate ScoreShadow FgColor"0 0 0 200"Deaccel 0.0 0.05
Animate ScoreShadow FgColor"0 0 0 255"Accel 0.1 0.2
}

event QuestNotification_Present
{
Animate MainContainer Position"r0 94"Deaccel 00
Animate MainContainer Position"r115 94"Deaccel0.010.4
}

event QuestNotification_Hide
{
Animate MainContainer Position"r115 94"Deaccel00
Animate MainContainer Position"r0 94"Deaccel 0.010.4
}

event ItemCard_ShowPinHint
{
Animate PinLabel Position"0 -20"Deaccel00

Animate PinLabel FgColor"TanLight"Linear 0.2 0
Animate PinLabel Position"0 0"Deaccel 0.20.2
}

event ItemCard_HidePinHint
{
Animate PinLabel Position"0 5"Deaccel00.3

Animate PinLabel Position"0 -20"Accel 0.30.1
}

event ItemCard_ShowCloseButton
{
Animate CloseButton Position"-8 -68"Deaccel00.3

Animate CloseButton Position"-8 -68"Accel 0.30.1
}

event ItemCard_HideCloseButton
{
Animate CloseButton Position"-30 -90"Deaccel00.0
}

event QuestItem_StaticPhoto_Reveal
{
Animate StaticPhoto Alpha"0"Accel02
}

event HideStamp
{
SetVisible ApplyStampButton00
}

event CollectionCrafting_Intro
{
// Reset
SetVisible ApplyStampButton00
SetVisible Stamp00
Animate Stampxpos c140Accel0 0
Animate DrawingPanelxpos c0Accel0 0
Animate DrawingPanelwide 0Accel0 0
Animate LetterFrontxpos c0Accel0 0
Animate LetterFrontwide 0Accel0 0
Animate LetterBack_Topxpos c-250Accel0 0
Animate LetterBack_Topypos 400Accel0 0
Animate LetterBack_Topwide 500Accel0 0
Animate LetterBack_Bottomxpos c-250Accel0 0
Animate LetterBack_Bottomypos 400Accel0 0
Animate LetterBack_Bottomwide 500Accel0 0
Animate LetterBack_Flapxpos c-250Accel0 0
Animate LetterBack_Flapypos 400Accel0 0
Animate LetterBack_Flapwide 500Accel0 0
Animate LetterBack_Flaptall 0Deaccel 0.6 0.4
Animate LetterBack_Topypos 400Accel0 0
SetVisible ReturnModel00
Animate SendEvelopeButtonypos 280Accel0 0
SetVisibleSendEvelopeButton 00 
SetVisible ResponseTimeout00
SetVisible WaitingForResponse00

SetVisible ShowExplanationsButton110
SetVisible ShowExplanationsButton200
Animate TradeUpContainerwide 800Accel 0 0

// Slide paper down
Animate TradeUpContainer Position"0 60"Deaccel00.3

// Slider BG up
Animate BGPosition"0 34"Deaccel00.3

// Fade dimmer down
Animate Dimmer Alpha "255" Linear 0 0.4
}

event CollectionCrafting_LetterStart
{
// Slide envelope up
FireCommand0.0 "playsound ui/trade_up_envelope_slide_in.wav"
Animate LetterBack_Bottomypos 60Deaccel 0 0.3
Animate LetterBack_Flapypos 60Deaccel 0 0.3
Animate LetterBack_Topypos 60Deaccel 0 0.3
SetVisible ShowExplanationsButton100

// Close flap
FireCommand0.3 "playsound ui/trade_up_envelope_fold.wav"
Animate LetterBack_Flaptall 250 Deaccel 0.4 0.2

// Start Flip
FireCommand0.8 "playsound ui/trade_up_envelope_spin.wav"
Animate TradeUpContainerwide 0Accel 0.8 0
Animate LetterBack_Bottomwide 0Accel 0.8 0.2
Animate LetterBack_Bottomxpos c0Accel 0.8 0.2
Animate LetterBack_Flapwide 0Accel 0.8 0.2
Animate LetterBack_Flapxpos c0Accel 0.8 0.2
Animate LetterBack_Topwide 0Accel 0.8 0.2
Animate LetterBack_Topxpos c0Accel 0.8 0.2

// End Flips
Animate LetterFrontxpos c-250Deaccel 1.0 0.2
Animate LetterFrontwide 500Deaccel 1.0 0.2
Animate DrawingPanelxpos c-250Deaccel 1.0 0.2
Animate DrawingPanelwide 500Deaccel 1.0 0.2
SetVisible ApplyStampButton11.3
SetVisible ShowExplanationsButton211.3
}

event CollectionCrafting_PlaceStamp
{
SetVisible Stamp10
SetVisible ApplyStampButton00
FireCommand0 "playsound ui/trade_up_apply_stamp.wav"
}

event CollectionCrafting_LetterSend
{
SetVisible ShowExplanationsButton200
SetVisibleSendEvelopeButton00 
Animate Stampxposc70Deaccel0 0.3
Animate LetterFrontxposc-320Deaccel 0 0.3
Animate DrawingPanelxposc-320Deaccel 0 0.3

RunEventChild BehindItemParticlePanel StartParticle2 0.3
Animate Stampxpos 1120Accel 0.3 0.2
Animate LetterFrontxpos 1000Accel 0.3 0.2
Animate DrawingPanelxpos 1000Accel 0.3 0.2
SetVisible CloseButton00
FireCommand0.2 "playsound ui/trade_up_envelope_slide_out.wav"
}

event StartParticle0
{
FireCommand 0 "start0"
}

event StartParticle1
{
FireCommand 0 "start1"
}

event StartParticle2
{
FireCommand 0 "start2"
}

event ShowFoundLabels
{
Animate YouTradedForLabel alpha 0 Linear 0 0
Animate ItemNamealpha 0 Linear 0 0

Animate YouTradedForLabel alpha 255 Linear 3 1
Animate ItemNamealpha 255 Linear 3 1
}

event CollectionCrafting_ItemRecieved
{
RunEventChild NewItemPanel ShowFoundLabels0
FireCommand 0"playcratesequence1"
SetVisibleNewItemPanel0 0 
SetVisible ReturnModel1 0.05
RunEventChild BehindItemParticlePanel StartParticle1 0.2

FireCommand0 "playsound ui/trade_up_crate_smash.wav"

SetVisibleNewItemPanel11.5 
SetVisible CloseButton11.5

FireCommand 2.1 "playcratesequence2"
//RunEventChild BehindItemParticlePanel PlayNewItemParticles 1.5

FireCommand1.0 "playsound ../player/taunt_medic_heroic.wav"
}

event CollectionCrafting_OKBlink_Repeatable
{
Animate OkButtonFgColor Red Linear 0 0.1
Animate OkButtonFgColor TanLight Linear 0.1 0.1
}

event CollectionCrafting_OKBlink
{
RunEvent CollectionCrafting_OKBlink_Repeatable 0
RunEvent CollectionCrafting_OKBlink_Repeatable 0.2
RunEvent CollectionCrafting_OKBlink_Repeatable 0.4
RunEvent CollectionCrafting_OKBlink_Repeatable 0.6
}


event CollectionCrafting_ShowSendButton
{
SetVisibleSendEvelopeButton10 
Animate SendEvelopeButtonypos320 Deaccel 0 0.5
}

event CollectionCrafting_ShowWaiting
{
SetVisible WaitingForResponse10
}

event CollectionCrafting_HideWaiting
{
SetVisible WaitingForResponse00
}

event CollectionCrafting_ShowFailure
{
SetVisible ResponseTimeout10
SetVisible CloseButton10
}

event CollectionCrafting_WaitForItemsOnly
{
// Set Everything Invisible
SetVisible ReturnModel00
SetVisibleSendEvelopeButton 00 
SetVisible ResponseTimeout00
SetVisible WaitingForResponse00
SetVisible ShowExplanationsButton100
SetVisible ShowExplanationsButton200
SetVisible ShowExplanationsButton200
SetVisibleSendEvelopeButton00 
SetVisible CloseButton00

SetVisible ApplyStampButton00
SetVisible Stamp00
Animate Stampxpos c140Accel0 0
Animate DrawingPanelxpos c0Accel0 0
Animate DrawingPanelwide 0Accel0 0
Animate LetterFrontxpos c0Accel0 0
Animate LetterFrontwide 0Accel0 0
Animate LetterBack_Topxpos c-250Accel0 0
Animate LetterBack_Topypos 400Accel0 0
Animate LetterBack_Topwide 500Accel0 0
Animate LetterBack_Bottomxpos c-250Accel0 0
Animate LetterBack_Bottomypos 400Accel0 0
Animate LetterBack_Bottomwide 500Accel0 0
Animate LetterBack_Flapxpos c-250Accel0 0
Animate LetterBack_Flapypos 400Accel0 0
Animate LetterBack_Flapwide 500Accel0 0
Animate LetterBack_Flaptall 0Deaccel 0.6 0.4
Animate LetterBack_Topypos 400Accel0 0

// Slider BG up
Animate BGPosition"0 34"Deaccel00.3

// Fade dimmer down
Animate Dimmer Alpha "255" Linear 0 0.4
}
//--------------------------------------------------------------------------
event QuestItem_Identify_Expand
{
StopEvent QuestItem_Identify_Collapse 0
Animate Dimmer wide 285 Bias 0.10.0 0.4
Animate Dimmer xpos 0Bias 0.10.0 0.4
}

event QuestItem_Identify_Collapse
{
StopEvent QuestItem_Identify_Expand 0
Animate Dimmerwide 0Accel 0.4 0.4
Animate Dimmerxpos 142Accel 0.4 0.4
}

event QuestItem_Complete_Expand
{
Animate Dimmer wide 285 Deaccel0.4 0.1
Animate Dimmer xpos 0Deaccel 0.4 0.1
}

event QuestItem_Complete_Collapse
{
Animate Dimmerwide 0Accel 0 0.4
Animate Dimmerxpos 142Accel 0 0.4
}

event QuestItem_Complete_Progress
{
Animate Dimmerwide 0Linear 0 5
Animate Dimmerxpos 142Linear 0 5
}

event QuestItem_Options_Flash
{
Animate OptionsButton FgColor LightOrangeLinear 0 0.1
Animate OptionsButton FgColor TanLightLinear 0.1 0.1
Animate OptionsButton FgColor LightOrangeLinear 0.2 0.1
Animate OptionsButton FgColor TanLightLinear 0.3 0.1
Animate OptionsButton FgColor LightOrangeLinear 0.4 0.1
Animate OptionsButton FgColor TanLightLinear 0.5 0.1
}

//--------------------------------------------------------------------------
event QuestItem_Expand
{
Animate FrontFolderContainerypos 240Gain 0.75 0 0.4
RunEventChild IdentifyButtonContainer QuestItem_Identify_Expand 0
RunEventChild TurnInContainer QuestItem_Complete_Expand 0

SetInputEnabled FrontFolderContainer 0 0
RunEvent QuestItem_Options_Flash 1
}

event QuestItem_Collapse
{
Animate FrontFolderContainerypos 0Gain 0.75 0 0.4
RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
RunEventChild TurnInContainer QuestItem_Complete_Collapse 0

SetInputEnabled FrontFolderContainer 1 0
}

event QuestItem_TurningIn
{
RunEventChild TurnInContainer QuestItem_Complete_Progress 0
}

event QuestItem_Reset
{
Animate FrontFolderContainerypos 0Linear 0 0
RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
RunEventChild TurnInContainer QuestItem_Complete_Collapse 0

SetInputEnabled FrontFolderContainer 1 0
}

//--------------------------------------------------------------------------
event QuestItem_Operation2_Expand
{
StopEvent QuestItem_Operation2_Collapse 0

RunEventChild IdentifyButtonContainer QuestItem_Identify_Expand 0.4
RunEventChild TurnInContainer QuestItem_Complete_Expand 0.4

Animate FrontFolderContainerxpos -270Gain 0.75 0.4 0.3
Animate BackFolderContainerxpos -270Gain 0.75 0.4 0.3
Animate FrontFolderContainerxpos -10Gain 0.75 0.7 0.3
Animate BackFolderContainerxpos 0Gain 0.75 0.7 0.3
SetVisible FrontFolderContainer 0 0.7
SetVisible BackFolderContainer 1 0.7

SetInputEnabled FrontFolderContainer 0 0
RunEvent QuestItem_Options_Flash 1
}

event QuestItem_Operation2_Collapse
{
StopEvent QuestItem_Operation2_Expand 0

RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
RunEventChild TurnInContainer QuestItem_Complete_Collapse 0

Animate FrontFolderContainerxpos -270Gain 0.75 0.0 0.3
Animate BackFolderContainerxpos -270Gain 0.75 0.0 0.3
Animate FrontFolderContainerxpos 0Gain 0.75 0.3 0.4
Animate BackFolderContainerxpos 0Gain 0.75 0.3 0.4
SetVisible FrontFolderContainer 1 0.3
SetVisible BackFolderContainer 0 0.3

SetInputEnabled FrontFolderContainer 1 0
}

event QuestItem_Operation2_TurningIn
{
RunEventChild TurnInContainer QuestItem_Complete_Progress 0
}

event QuestItem_Operation2_Reset
{
StopEvent QuestItem_Operation2_Collapse 0
StopEvent QuestItem_Operation2_Expand 0

RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
RunEventChild TurnInContainer QuestItem_Complete_Collapse 0

Animate FrontFolderContainerxpos 0Linear 0 0
Animate BackFolderContainerxpos 0Linear 0 0
SetVisible FrontFolderContainer 1 0
SetVisible BackFolderContainer 0 0

SetInputEnabled FrontFolderContainer 1 0
}

//--------------------------------------------------------------------------
event QuestItem_DisableFrontMouse
{
SetVisible FrontInputProxyPanel 0 0
}

event QuestItem_EnableFrontMouse
{
SetVisible FrontInputProxyPanel 1 0
}

event QuestItem_Expand_Halloween
{
StopEvent QuestItem_Collapse_Halloween 0

// Immediately disable the mouse proxy so the inactive hint goes away
RunEventChild FrontFolderContainerQuestItem_DisableFrontMouse 0
SetInputEnabled FrontFolderContainer 0 0

// Slide the sleeve
Animate SleeveImage xpos 300 Bias 0.20.0 0.4
Animate EncodedStatus xpos 300 Bias 0.20.0 0.4
Animate ReadyToTurnInStatus xpos 300 Bias 0.20.0 0.4
Animate InactiveStatus xpos 300 Bias 0.20.0 0.4

// Once the sleeve is off, then "unroll" the paper
FireCommand0.4 "playsound ui/quest_folder_open_halloween.wav"
RunEventChild IdentifyButtonContainer QuestItem_Identify_Expand 0.4
RunEventChild TurnInContainer QuestItem_Complete_Expand 0.4
Animate FrontFolderContainerypos 240Gain 0.75 0.4 0.4
Animate QuestPaperContainertall 300Gain 0.75 0.4 0.4

RunEvent QuestItem_Options_Flash 1
}

event QuestItem_Collapse_Halloween
{
StopEvent QuestItem_Expand_Halloween 0

// Roll up the paper
Animate FrontFolderContainerypos 0Gain 0.75 0 0.4
Animate QuestPaperContainertall 70 Gain 0.75 0 0.4
RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
RunEventChild TurnInContainer QuestItem_Complete_Collapse 0
RunEventChild FrontFolderContainerQuestItem_EnableFrontMouse 0

// Put the sleeve back
FireCommand0.5 "playsound ui/quest_folder_keeper_slide_on_halloween.wav"

Animate SleeveImagexpos 15Bias 0.8 0.5 0.2
Animate ReadyToTurnInStatus xpos 10Bias 0.8 0.5 0.2
Animate InactiveStatusxpos 10Bias 0.8 0.5 0.2
Animate EncodedStatusxpos 10Bias 0.8 0.5 0.2
SetInputEnabled FrontFolderContainer 1 0
}

event QuestItem_Reset_Halloween
{
StopEvent QuestItem_Expand_Halloween 0
SetVisible FrontFolderContainer 1 0
RunEventChild FrontFolderContainerQuestItem_EnableFrontMouse 0

// Roll up the paper
Animate FrontFolderContainerypos 0Linear 0 0
Animate QuestPaperContainertall 70 Linear 0 0
Animate EncodedStatusxpos 10 Bias 00 0
Animate ReadyToTurnInStatusxpos 10 Bias 00 0
Animate InactiveStatusxpos 10 Bias 00 0

// Put the sleeve back
Animate SleeveImage xpos 15Linear 0 0
SetInputEnabled FrontFolderContainer 1 0
}

//--------------------------------------------------------------------------
event QuestItem_Front_Selected
{
StopEvent QuestItem_Front_OtherSelected 0
StopEvent QuestItem_Front_NoneSelected 0

AnimateMainContainerypos 0Gain 0.75 0 0.4
}

event QuestItem_Front_OtherSelected
{
StopEvent QuestItem_Front_Selected 0
StopEvent QuestItem_Front_NoneSelected 0

AnimateMainContainerypos 300Gain 0.75 0 0.4
}


event QuestItem_Front_NoneSelected
{
StopEvent QuestItem_Front_Selected 0
StopEvent QuestItem_Front_OtherSelected 0

AnimateMainContainerypos 120Gain 0.75 0 0.4
}

//--------------------------------------------------------------------------
event QuestItem_Back_Selected
{
StopEvent QuestItem_Back_OtherSelected 0
StopEvent QuestItem_Back_NoneSelected 0

AnimateMainContainerypos 0Gain 0.75 0 0.4
}

event QuestItem_Back_OtherSelected
{
StopEvent QuestItem_Back_Selected 0
StopEvent QuestItem_Back_NoneSelected 0

AnimateMainContainerypos 300Gain 0.75 0 0.8
}


event QuestItem_Back_NoneSelected
{
StopEvent QuestItem_Back_Selected 0
StopEvent QuestItem_Back_OtherSelected 0

AnimateMainContainerypos 0Gain 0.75 0 0.4
}

//--------------------------------------------------------------------------
event QuestItem_Highlight_On_Halloween
{
SetVisible GlowImage 1 0
Animate GlowImage Alpha 255 Bias 0.8 0 0.2
}

event QuestItem_Highlight_Off_Halloween
{
Animate GlowImage Alpha 0 Bias 0.8 0 0.2
}

//--------------------------------------------------------------------------
event CompetitiveGame_LowerChatWindow
{
Animate HudChat ypos r140 Accel 0 0
}

event CompetitiveGame_RestoreChatWindow
{
Animate HudChat ypos 275 Accel 0 0
}

event HudTournament_MoveChatWindow
{
RunEvent CompetitiveGame_LowerChatWindow 0
RunEvent CompetitiveGame_RestoreChatWindow 10
}

//--------------------------------------------------------------------------

event HudTournament_MoveTimerDown
{
Animate CountdownLabel ypos 150 Linear 0 0
Animate CountdownLabelShadow ypos 150 Linear 0 0

SetVisible CountdownBG 0 5
SetVisible CountdownLabel 1 0
SetVisible CountdownLabelShadow 1 0

Animate CountdownLabel ypos c-3 Gain 0.75 0 0.4
Animate CountdownLabelShadow ypos c0 Gain 0.75 0 0.4

SetVisibleTournamentConditionLabel 0 2

SetVisible CountdownLabel 0 3
SetVisible CountdownLabelShadow 0 3
}
event HudTournament_AnimateTeams_In
{
Animate RedTeamPanel xpos c150 Accel 0 0.25
Animate BlueTeamPanel xpos c-300 Accel 0 0.25
}

event HudTournament_AnimateTeams_Out
{
Animate RedTeamPanel xpos r-5 Accel 0 0.68
Animate BlueTeamPanel xpos -155 Accel 0 0.68
}

event HudMatchStatus_ShowMatchStartDoors
{
SetVisibleMatchDoors10
SetVisibleBlueTeamPanel10
SetVisibleRedTeamPanel10
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 c-3 Gain 0.75 0 0.4
Animate CountdownLabelShadow ypos c-0 Gain 0.75 0 0.4

SetVisibleHudTournamentBG 02
RunEventChild MatchDoors PlayDoorCloseAnim 0
RunEventChild FrontParticlePanel PlayDoorSlamParticles 0.45
RunEventChild MatchDoors PlayDoorOpenAnim 7

RunEvent HudTournament_AnimateTeams_In 0.25
RunEvent HudTournament_AnimateTeams_Out 7.70

SetVisible MatchDoors0 9
SetVisible CountdownLabel 0 9.9
SetVisible CountdownLabelShadow 0 9.9

RunEvent HudTournament_DoorsCleanup 10

SetVisible CountdownBG 1 11
}

event HudMatchStatus_ShowRankMatch
{
// Reset
Animate RankUpLabelypos 95 Linear 0 0
Animate RankUpShadowLabelypos 97 Linear 0 0
Animate RankUpLabelalpha 0 Linear 0 0
Animate RankUpShadowLabelalpha 0 Linear 0 0

Animate RankUpLabelypos 80 Deaccel 1 0.2
Animate RankUpShadowLabelypos 82 Deaccel 1 0.2

Animate RankUpLabelalpha 255 Linear 1 0.4
Animate RankUpShadowLabelalpha 255 Linear 1 0.4

Animate RankUpLabelalpha 0 Linear 7 0.2
Animate RankUpShadowLabelalpha 0 Linear 7 0.2
}

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 c-3 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_DoorsCleanup
{
SetVisibleMatchDoors00
SetVisibleBlueTeamPanel00
SetVisibleRedTeamPanel00

Animate RedTeamPanel xpos r-5 Accel 0 0
Animate BlueTeamPanel xpos -155 Accel 0 0
}

event PlayDoorSlamParticles
{
FireCommand 0 "start0"
}

event PlayDoorCloseAnim
{
FireCommand 0 "animation close"
}

event PlayDoorOpenAnim
{
FireCommand 0 "animation open"
}

event HudTournament_ShowTimerCompetitive
{
Animate CountdownLabel ypos 150 Linear 0 0
Animate CountdownLabelShadow ypos 150 Linear 0 0

SetVisible CountdownBG1 0
SetVisible CountdownLabel 1 0
SetVisible CountdownLabelShadow 1 0
}

event HudTournament_ShowTimerDefault
{
Animate CountdownLabel ypos 425 Linear 0 0
Animate CountdownLabelShadow ypos 425 Linear 0 0

SetVisible CountdownBG1 0
SetVisible CountdownLabel 1 0
SetVisible CountdownLabelShadow 1 0
}

event HudTournament_HideTimer
{
SetVisible CountdownBG0 0
SetVisible CountdownLabel 0 0
SetVisible CountdownLabelShadow 0 0
}

event HudTournament_ShowRoundSign
{
SetVisible RoundSignModel 1 0
RunEventChild RoundSignModel HudTournament_PlaySignAnim 0
SetVisible RoundSignModel 0 6
}

event HudTournament_PlaySignAnim
{
FireCommand 0 "animation intro"
FireCommand 5 "animation outro"
}

event TeamStatus_PlayerDead
{
SetVisible DeathPanel1 0
SetVisible SkullPanel1 0
SetVisible respawntime1 0

Animate DeathPanel ypos 19 Accel 0 0.2
Animate SkullPanel ypos 20 Accel 0 0.2
Animate respawntime ypos 21 Accel 0 0.2
}

event TeamStatus_PlayerAlive
{
Animate DeathPanel ypos 0 Accel 0 0.2
Animate SkullPanel ypos 0 Accel 0 0.2
Animate respawntime ypos 0 Accel 0 0.2

SetVisible DeathPanel0 0.2
SetVisible SkullPanel0 0.2
SetVisible respawntime 0 0.2
}

event HudMatchStatus_ShowMatchWinDoors
{
SetVisibleMatchDoors10
SetVisibleFrontParticlePanel10

RunEventChild MatchDoors PlayDoorCloseAnim 0
RunEventChild FrontParticlePanel PlayDoorSlamParticles 0.45
RunEventChild MatchDoors PlayDoorOpenAnim 4.5

SetVisible MatchDoors0 7
SetVisibleFrontParticlePanel07
}

event HudMatchStatus_ShowMatchWinDoors_NoOpen
{
SetVisibleMatchDoors10
SetVisibleFrontParticlePanel10

RunEventChild MatchDoors PlayDoorCloseAnim 0
RunEventChild FrontParticlePanel PlayDoorSlamParticles 0.45
}

event HudMatchSummary_SlideInPanels
{
Animate BlueTeamPanel xpos 0 Accel 0.25 0.25
Animate RedTeamPanel xpos 0 Accel 0.25 0.25
}

event MMenu_PlayList_Expand
{
Animate ItemsContainerypos 420 Spline 0 0.4
Animate EventPromoypos 470 Spline 0 0.4
Animate SafeModeypos 470 Spline 0 0.4
Animate VRBGPanelypos 633 Spline 0 0.4
Animate VRModeButtonypos 639 Spline 0 0.4
Animate ShowPromoCodesButtonypos 639 Spline 0 0.4

Animate PlayListContainer Tall 260 Spline0.0 0.40

FireCommand 0 "soundentry Panel.SlideDown"
}

event MMenu_PlayList_Collapse
{
Animate ItemsContainerypos 160 Spline 0 0.4
Animate EventPromoypos 210 Spline 0 0.4
Animate SafeModeypos 210 Spline 0 0.4
Animate VRBGPanelypos 373 Spline0 0.4
Animate VRModeButtonypos 379 Spline 0 0.4
Animate ShowPromoCodesButtonypos 379 Spline 0 0.4

Animate PlayListContainer Tall 0 Spline 0 0.4

FireCommand 0 "soundentry Panel.SlideUp"
}

event MMenu_PlayList_Collapse_Immediate
{
Animate ItemsContainerypos 160 Spline 0 0
Animate EventPromoypos 210 Spline 0 0
Animate VRBGPanelypos 373 Spline0 0
Animate VRModeButtonypos 379 Spline 0 0
Animate ShowPromoCodesButtonypos 379 Spline 0 0

Animate PlayListContainer Tall 0 Spline 0 0
}

event MMenu_SafeMode_Blink
{
}

event PvPRankModelClicked
{
RunEventChild AboveModelParticlePanel StartParticle1 0
}

event PvPRankLevelUpXPBar
{
Animate ContinuousProgressBar BgColor "100 255 100 255" Linear 0.0 0.1
Animate ContinuousProgressBar BgColor ProgressBackground Linear 0.1 0.3

Animate LevelLabel FgColor "100 255 100 255"Linear 0.0 0.1
Animate LevelLabel FgColor TanLightLinear 4.0 0.3 
}

event PvPRankLevelUpModel
{
RunEventChild BelowModelParticlePanel StartParticle0 1.0
RunEventChild AboveModelParticlePanel StartParticle0 1.0

PlaySound 0 "ui/mm_medal_spin_hit.wav"
}

event PvPRankLevelDownXPBar
{
Animate ContinuousProgressBar FgColor "255 100 100 255" Linear 0.0 0.1
Animate ContinuousProgressBar FgColor CreditsGreen Linear 0.1 0.3

Animate LevelLabel FgColor "255 100 100 255"Linear 0.0 0.1
Animate LevelLabel FgColor TanLightLinear 4.0 0.3 
}

event PvPRankLevelDownModel
{
RunEventChild AboveModelParticlePanel StartParticle2 0.15
PlaySound 0 "ui/mm_rank_down_medal_shoot.wav"
PlaySound 0.15 "ui/mm_rank_down_medal_shoot_impact.wav"
}

event CompetitiveGame_ShowPvPRankPanel
{
Animate RankBorder ypos r0 Linear 0 0
Animate RankBorder ypos r65 Bias 0.90 0.2 0.3

Animate RankPanel ypos r0 Linear 0 0
Animate RankPanel ypos r285 Bias 0.90 0.2 0.3
RunEventChild RankPanel PvPRankPanelShowXPChange 0

Animate RankModelPanel ypos r0 Linear 0 0
Animate RankModelPanel ypos r1095 Bias 0.90 0.2 0.3
RunEventChild RankModelPanel PvPRankPanelShowXPChange 0
}

event PvPRankPanelShowXPChange
{
FireCommand 0 "update_base_state"
FireCommand 1 "begin_xp_lerp"
}

event PyroVsHeavyWar_ShowChooseScene
{
// Reset
Animate Backgroundypos -250 Linear 0 0
Animate Heavyypos -180 Linear 0 0
Animate Pyroypos -180 Linear 0 0
Animate Foregroundypos -100 Linear 0 0

// Paralax
Animate Backgroundypos -175Bias 0.9 0 1
Animate Heavyypos -60Bias 0.9 0 1
Animate Pyroypos -60Bias 0.9 0 1
Animate Foregroundypos 65Bias 0.9 0 1
}

event PyroVsHeavyWar_PyroWinnerScene
{
// Reset
Animate Backgroundypos -220 Linear 0 0
Animate PyroWinMidgroundypos -180 Linear 0 0
Animate Foregroundypos 40 Linear 0 0

// Paralax
Animate Backgroundypos -175Bias 0.9 0 1
Animate PyroWinMidgroundypos -100Bias 0.9 0 1
Animate Foregroundypos 75Bias 0.9 0 1
}

event CasualCategory_Checkbox_Hide
{
Animate Checkbutton xpos 250 Deaccel 0 0.2
Animate Titlexpos 115 Deaccel 0 0.2
Animate TitleShadowxpos 116 Deaccel 0 0.2

//Animate TitleFgColor TanDark Deaccel 0 0.2
}

event CasualCategory_Checkbox_Show
{
Animate Checkbutton xpos 215 Deaccel 0 0.2
Animate Titlexpos 100 Deaccel 0 0.2
Animate TitleShadowxpos 101 Deaccel 0 0.2

//Animate TitleFgColor TanLight Deaccel 0 0.2
}

event CasualCategory_Selected
{
Animate Shade BgColor "0 0 0 0" Deaccel 0 0.2
Animate TitleFgColor TanLight Deaccel 0 0.2
}

event CasualCategory_NotSelected
{
Animate Shade BgColor "0 0 0 200" Deaccel 0 0.2
Animate TitleFgColor TanDark Deaccel 0 0.2
}

event HealthProgressBar_Selected
{
Animate HealthProgressBarAlpha 255 Deaccel 0 0.2
}

event HealthProgressBar_NotSelected
{
Animate HealthProgressBarAlpha 50 Deaccel 0 0.2
}

event MMenu_UpdateButton_StartGlow
{
}

event MMenu_UpdateButton_SubtleGlow
{
}

event XPSourceShow_Positive
{
Animate SourceLabelAlpha0Linear 0 0
Animate SourceLabelGlow Alpha0Linear 0 0

Animate SourceLabelAlpha255Linear 0.1 0.3
Animate SourceLabel FgColor"100 255 100 255"Linear0.1 0
Animate SourceLabel FgColorCreditsGreenLinear0.5 1
Animate SourceLabel Alpha0Linear 2.9 0.3

Animate SourceLabelGlow Alpha255Linear0.0 0.1
Animate SourceLabelGlow FgColor"100 255 100 255"Linear0.1 0
Animate SourceLabelGlow FgColorCreditsGreenLinear0.5 1
Animate SourceLabelGlow Alpha200Linear0.5 1
Animate SourceLabelGlow Alpha0Linear 2.9 0.3
}

event XPSourceShow_Negative
{
Animate SourceLabelAlpha0Linear 0 0
Animate SourceLabelGlow Alpha0Linear 0 0

Animate SourceLabelAlpha255Linear0.1 0.3
Animate SourceLabel FgColor"255 100 100 255"Linear0.1 0
Animate SourceLabel FgColorRedSolidLinear0.5 1
Animate SourceLabel Alpha0Linear2.9 0.1
Animate SourceLabel ypos-15Linear 0 0.4

Animate SourceLabelGlow Alpha0Linear00
}

event SurveyShowSequence
{
Animate Surveyypos480Linear 0 0
Animate Surveyypos150Linear 1 0.3
Animate Surveyypos130Deaccel 1.3 0.1
Animate Surveyypos150Accel 1.4 0.1
}

event SurveySubmitSequence
{
// Show submitting
SetVisibleQuestionContainer00
SetVisibleSubmittingContainer10

// Show thanks
SetVisibleSubmittingContainer02
SetVisibleThanksContainer12

RunEvent SurveyHideSequence 6
}

event SurveyDelete
{
FireCommand 0 "delete"
}

event SurveyHideSequence
{
SetVisible CloseButton 0 0 

Animate Surveyypos130Deaccel 0 0.3
Animate Surveyypos480Accel0.3 0.2
RunEventChild Survey SurveyDelete 0.6
}

event MapVoted
{
Animate VotesLabelypos30Deaccel 00.05
Animate VotesLabelypos40Deaccel 0.05 0.1
}

event WinningNextMapVote
{
Animate VotesLabelFgColorCreditsGreen Deaccel00.1.5
}

event LosingNextMapVote
{
Animate VotesLabelFgColorTanLightDeaccel00.1.5
}

event QuestMap_Start
{
FireCommand0.0 "switch_off"
FireCommand0.4 "switch_on"

StopEvent QuestMap_StaticBarOverlayLoop 0
StopEvent QuestMap_StaticBarOverlayBrighten 0
StopEvent QuestMap_StaticBarOverlayDarken 0
StopEvent QuestMap_StaticFadeOut 0
StopEvent QuestMap_StaticBar1Loop 0
StopEvent QuestMap_StaticBar2Loop 0

// Reset
Animate StaticBar1ypos -50 Linear 0 0
Animate StaticBar2ypos -10 Linear 0 0
Animate StaticOverlayalpha 255 Linear 0 0
Animate StaticOverlayxpos 270 Linear 0 0
Animate StaticOverlayypos 160 Linear 0 0
Animate StaticOverlaywide 0 Linear 0 0
Animate StaticOverlaytall 0 Linear 0 0
Animate BlackOverlayalpha 255 Linear 0 0


// Grow full wide, and a little tall
Animate StaticOverlay ypos 155Accel 0.01 0.25
Animate StaticOverlay tall 10Accel 0.01 0.25
Animate StaticOverlay wide 540Accel 0.01 0.25
Animate StaticOverlay xpos 0Accel 0.01 0.25

// Grow full tall
Animate StaticOverlay tall 320Accel 0.3 0.15
Animate StaticOverlay ypos 0Accel 0.3 0.15

Animate BlackOverlayalpha 0 Linear 0.6 0

// Start mostly staticy, then reduce to the loop
RunEvent QuestMap_StaticBarOverlayLoop 2
RunEvent QuestMap_StaticBar1Loop 0.7
RunEvent QuestMap_StaticBar2Loop 0.7
}

event QuestMap_MapLoaded
{
// Remove the black and fade out
Animate DisconnetedContainer alpha 0 Linear 0.2 0
Animate BlackOverlayalpha 0 Linear 0.6 0
Animate StaticOverlayalpha20Deaccel 0.6 1.2
}

event QuestMap_LoadingLoop
{
Animate DisconnetedContainer alpha 255 Linear 0 0
}

event QuestMap_StaticFadeOut
{
RunEvent QuestMap_StaticBar1Loop 0
RunEvent QuestMap_StaticBar2Loop 0
// Start mostly staticy, then reduce to the loop
Animate StaticOverlayalpha255Linear 0 0
Animate StaticOverlayalpha20Deaccel 0 0.4
RunEvent QuestMap_StaticBarOverlayLoop 1
}

event QuestMap_StaticBar1Loop
{
Animate StaticBar1ypos-50Linear 0 0 // Reset
Animate StaticBar1yposr0Linear 0 5 
RunEvent QuestMap_StaticBar1Loop 5
}

event QuestMap_StaticBar2Loop
{
Animate StaticBar2ypos-10Linear 0 0 // Reset
Animate StaticBar2yposr0Linear 0 15 
RunEvent QuestMap_StaticBar2Loop 15
}

event QuestMap_StaticBarOverlayLoop
{
RunEvent QuestMap_StaticBarOverlayBrighten 0
RunEvent QuestMap_StaticBarOverlayDarken 1
}

event QuestMap_StaticBarOverlayBrighten
{
Animate StaticOverlayalpha30Linear 0 3 
RunEvent QuestMap_StaticBarOverlayBrighten 3
}

event QuestMap_StaticBarOverlayDarken
{
Animate StaticOverlayalpha1Linear 0 2
RunEvent QuestMap_StaticBarOverlayDarken 5
}

event QuestNodeView_PinTipHighlight
{
Animate PinTipLabel fgcolor TanDark Linear 10.2
Animate PinTipLabel fgcolor TanLightLinear 1.20.2

Animate PinTipLabel fgcolor TanDark Linear 1.40.2
Animate PinTipLabel fgcolor TanLightLinear 1.60.2
}

event QuestMapIntro_StageReveal
{
Animate StageDescxpos300 Linear 0 0 
Animate StageDescAlpha0 Linear 0 0 
Animate StageDescfgcolorTanDark Linear 0 0

Animate StageDescxpos270Deaccel0 0.4
Animate StageDescAlpha255 Bias 0.3 0 0.4 
Animate StageDescfgcolorTanLight Linear 0.4 0.4
}

event QuestMapIntro_ShowStage
{
Animate IntroDescfgcolorTanDarkLinear 0 0.4
}

event QuestMapIntro_ClearStage
{
Animate IntroDescfgcolorTanLightLinear 0 0.4
}

event QuestNodeView_QuestPurchased
{
FireCommand 2 "show_items"
}

event QuestViewSubPanel_QuestPurchased
{
Animate ActivationFlashAlpha 255 Linear 0 0
Animate ActivationFlashwide f0 Linear 0 0
Animate ActivationFlashypos 0 Linear 0 0
Animate ActivationFlashtall 46 Linear 0 0

Animate ActivationFlashAlpha 0 Deaccel 0.2 0.5
Animate ActivationFlashwide f0 Deaccel 0 0.5
Animate ActivationFlashypos 46 Linear 0 0.5
Animate ActivationFlashtall 0 Linear 0 0.5
FireCommand 0 "playsoundentry CYOA.OrangePanelCollapse"

FireCommand 1 "toggle_expand"
FireCommand 1 "playsoundentry CYOA.objectivepanelexpand"

SetVisible AcceptButton 0 0 
}

event QuestViewSubPanel_SelectMouseOver
{
Animate BGImageDarkener Alpha 0 Linear 0 0.1
}

event QuestViewSubPanel_SelectMouseExit
{
Animate BGImageDarkener Alpha 150 Linear 0 0.1
}

event QuestMap_ShowLegend
{
Animate Legend ypos 240 Bias 0.6 0 0.2
Animate Legend Alpha 255 Linear 0.1 0.1
}

event QuestMap_HideLegend
{
Animate Legend ypos 290 Bias 0.6 0 0.2
Animate Legend Alpha 0 Linear 0 0.1
}

event QuestMap_CreditNotificationAcknowledge
{
RunEventChild CreditNotification QuestMap_CreditHideAnim 0
SetVisible CreditNotification 0 3
}

event QuestMap_CreditHideAnim
{
SetVisible Body 0 0
SetVisible OkButton 0 0
Animate CreditImage xpos 14 Spline 0 1.5
Animate CreditImage ypos 293 Spline 0 1.5
Animate CreditImage wide 15 Spline 0 1.5
Animate CreditImage tall 15 Spline 0 1.5

Animate StaticBG Alpha 0 Bias 0.7 2 1
Animate StaticDarken Alpha 0 Bias 0.7 2 1
}

event QuestMap_CreditNotificationShow
{
RunEventChild CreditNotification QuestMap_CreditShowAnim 0
SetVisible CreditNotification 1 0
}

event QuestMap_CreditShowAnim
{
// Reset everything
Animate CreditImage xpos 245 Linear 0 0
Animate CreditImage ypos 130 Linear 0 0
Animate CreditImage wide 50 Linear 0 0
Animate CreditImage tall 50 Linear 0 0
Animate CreditImage alpha 255 Linear 0 0
Animate StaticBG Alpha 255 Linear 0 0
Animate StaticDarken Alpha 255 Linear 0 0
SetVisible Body 1 0
SetVisible OkButton 1 0 
}

event ObjectiveCompletedByUser
{
Animate ScorerLabel xpos -20 Bias 0.8 0 0.4
Animate ScorerLabel alpha 0 Linear 1.8 0.2

Animate ScorerLabelBlur xpos -20 Bias 0.8 0 0.4
Animate ScorerLabelBlur alpha 0 Linear 1.8 0.2
}

event QuestReport_ContractComplete
{
RunEventChild QuestCompletionContainer ObjectiveCompletionFanfare 0
firecommand3.2 "soundentry plng_contract_fully_completed" 
}

event QuestReport_ContractProgress
{
RunEventChild QuestCompletionContainer ObjectiveCompletionFanfare 0
firecommand3.2 "soundentry plng_contract_partially_completed" 
}

event ObjectiveCompletionFanfare
{
//
// Reset / hide everything
//
Animate FolderImage tall 0 Linear 0 0
Animate FolderImage ypos 75 Linear 0 0

Animate ProgressTitle tall 0 Linear 0 0
Animate ProgressTitle ypos 75 Linear 0 0

Animate TopBar xpos r0 Linear 0 0
Animate BottomBar ypos 74 Linear 0 0
Animate BottomBar xpos r0 Linear 0 0
Animate AlphaBG tall 0 Linear 0 0
Animate LineItemContainer tall 0 Linear 0 0

Animate AlphaBG alpha 190 Linear 0 0

//
// Animate in
//
PlaySound2 "ui/quest_alert.wav" 
Animate TopBarxpos 0 Bias 0.7 2 0.4
Animate BottomBarxpos 0 Bias 0.7 2 0.4

//
// Grow the title and bottom
//
Animate FolderImage ypos 50 Linear 2.55 0.2
Animate FolderImage tall 25 Linear 2.55 0.2
Animate AlphaBG tall 35 Linear 2.55 0.2
Animate LineItemContainer tall 35 Linear 2.55 0.2

Animate BottomBar ypos 110 Linear 2.55 0.2

Animate ProgressTitle ypos 50 Linear 2.55 0.2
Animate ProgressTitle tall 25 Linear 2.55 0.2
}

event ObjectiveCompletionFanfareEnd
{
//
// Collapse
//
Animate FolderImage tall 0 Linear2 0.2
Animate FolderImage ypos 75 Linear2 0.2

Animate ProgressTitle tall 0 Linear2 0.2
Animate ProgressTitle ypos 75 Linear 2 0.2

Animate BottomBar ypos 74 Linear 2 0.2
Animate AlphaBG tall 0 Linear 2 0.2
Animate LineItemContainer tall 0 Linear 2 0.2

// Animate out
Animate TopBar xpos r0Accel2.4 0.4
Animate BottomBar xpos r0Accel2.4 0.4
}

event RegionZoom
{
FireCommand0.2 "update_region_visiblity"
}

// The screen area is 540 x 315

event StartRegionZoomIn
{
Animate bgimage xpos -108 Linear 0 0.2
Animate bgimage ypos -63 Linear 0 0.2

Animate bgimage wide 756 Linear 0 0.2
Animate bgimage tall 441 Linear 0 0.2
}

event StartRegionZoomOut
{
Animate bgimage xpos 0 Linear 0 0.2
Animate bgimage ypos 0 Linear 0 0.2

Animate bgimage wide 540 Linear 0 0.2
Animate bgimage tall 315 Linear 0 0.2
}

event EndRegionZoomIn
{
// Snap to full-size
Animate bgimage xpos 0 Linear 0 0
Animate bgimage ypos 0 Linear 0 0

Animate bgimage wide 540 Linear 0 0
Animate bgimage tall 315 Linear 0 0

// Zoom in
Animate bgimage xpos -10 Linear 0.4 0.6
Animate bgimage ypos -10 Linear 0.4 0.6

Animate bgimage wide 560 Linear 0.4 0.6
Animate bgimage tall 335 Linear 0.4 0.6
}

event EndRegionZoomOut
{
// Snap to zoomed
Animate bgimage xpos -108 Linear 0 0
Animate bgimage ypos -63 Linear 0 0

Animate bgimage wide 756 Linear 0 0
Animate bgimage tall 441 Linear 0 0

// Zoom out
Animate bgimage xpos -10 Deaccel 0.3 0.6
Animate bgimage ypos -10 Deaccel 0.3 0.6

Animate bgimage wide 560 Deaccel 0.3 0.6
Animate bgimage tall 335 Deaccel 0.3 0.6
}

event DelayQuestMapClose
{
// Stop everything
StopPanelAnimations StaticOverlay 0 
StopPanelAnimations BlackOverlay 0 
StopPanelAnimations StaticBar1 0 
StopPanelAnimations StaticBar2 0 
StopEvent QuestMap_StaticFadeOut 0
StopEvent QuestMap_StaticBarOverlayLoop 0
StopEvent QuestMap_StaticBar1Loop 0
StopEvent QuestMap_StaticBar2Loop 0
StopEvent QuestMap_StaticBarOverlayDarken 0
StopEvent QuestMap_StaticBarOverlayBrighten 0

// Bring up the black on top of the map and the static on top of everything
Animate StaticOverlayalpha 255 Linear 0 0.3
Animate BlackOverlayalpha 255 Linear 0 0.3

// Move the bars up off the top.It's a pain to shrink them, so just hide them
Animate StaticBar1ypos -50 Linear 0 0.3
Animate StaticBar2ypos -10 Linear 0 0.3

// Do the reverse of how we turn on.Shring vertically.
Animate StaticOverlayypos 160 Accel 0.3 0.25
Animate StaticOverlaytall 10 Accel0.3 0.25

// Squish horizontally
Animate StaticOverlaywide 0 Accel0.55 0.15
Animate StaticOverlayxpos 270 Accel 0.55 0.15

// For real close
FireCommand1.0 "close"
}

//
