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

	Animate	PlayerHealthValue			FgColor		"Health Buff"		Accel 0.0 0.0
	Animate	TargetHealthValue			FgColor		"Health Buff"		Accel 0.0 0.0

	RunEvent HudHealthBonusPulseLoop	0.4
}

event HudHealthBonusPulseStop
{
	StopEvent HudHealthBonusPulse		0.0
	StopEvent HudHealthBonusPulseLoop	0.0

	Animate	PlayerHealthValue			FgColor		"Health Normal"		Accel 0.0 0.0
	Animate	TargetHealthValue			FgColor		"Health Normal"		Accel 0.0 0.0
}
//==================================================================================
// Low Health Pulse
event HudHealthDyingPulse
{
	Animate	PlayerStatusHealthBonusImage	Alpha		"255"				Linear 0.0 0.2
	Animate	PlayerStatusHealthBonusImage	Alpha		"0"					Linear 0.2 0.2

	Animate	PlayerHealthValue			FgColor		"Health Hurt"		Accel 0.0 0.0
	Animate	TargetHealthValue			FgColor		"Health Hurt"		Accel 0.0 0.0

	RunEvent HudHealthDyingPulseLoop	0.4
}

event HudHealthDyingPulseStop
{
	StopEvent HudHealthDyingPulse 		0.0
	StopEvent HudHealthDyingPulseLoop 	0.0

	Animate PlayerHealthValue			FgColor		"Health Normal"		Accel 0.0 0.0
	Animate TargetHealthValue			FgColor		"Health Normal"		Accel 0.0 0.0
}
//==================================================================================
// Low Ammo Pulse
event HudLowAmmoPulse
{
	Animate	HudWeaponLowAmmoImage		Alpha		"255"				Linear 0.0	0.075
	Animate	HudWeaponLowAmmoImage		Alpha		"0"					Linear 0.125 0.075

	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 In 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"		Accel 0.0 0.0
	Animate AmmoInReserve				FgColor		"Ammo In Reserve"	Accel 0.0 0.0
	Animate AmmoNoClip					FgColor		"Ammo In Clip"		Accel 0.0 0.0
}
//==================================================================================
// Ubercharge Meters
event HudMedicCharged
{
	RunEvent HudMedicOrangePulseCharge 	0.0
	//RunEvent HudMedicSolidColorCharge	0.0
	//RunEvent HudMedicRainbowCharged 	0.0

	RunEvent HudMedicChargedLoop		0.6
}

event HudMedicRainbowCharged
{
	Animate	ChargeLabel 				FgColor		"ColorGreen"		Linear 0.0 0.1
	Animate	ChargeLabel 				FgColor		"ColorCyan"			Linear 0.1 0.1
	Animate	ChargeLabel 				FgColor		"ColorBlue"			Linear 0.2 0.1
	Animate	ChargeLabel 				FgColor		"ColorMagenta"		Linear 0.3 0.1
	Animate	ChargeLabel 				FgColor		"ColorRed"			Linear 0.4 0.1
	Animate	ChargeLabel 				FgColor		"ColorYellow"		Linear 0.5 0.1

	Animate	ChargeMeter 				FgColor		"ColorGreen"		Linear 0.0 0.1
	Animate	ChargeMeter 				FgColor		"ColorCyan"			Linear 0.1 0.1
	Animate	ChargeMeter 				FgColor		"ColorBlue"			Linear 0.2 0.1
	Animate	ChargeMeter 				FgColor		"ColorMagenta"		Linear 0.3 0.1
	Animate	ChargeMeter 				FgColor		"ColorRed"			Linear 0.4 0.1
	Animate	ChargeMeter 				FgColor		"ColorYellow"		Linear 0.5 0.1

	RunEvent HudMedicChargedLoop		0.6
}

event HudMedicSolidColorCharge
{
	Animate ChargeLabel					FgColor		"Solid Color Uber"	Linear 0.0 0.0

	Animate ChargeMeter					FgColor		"Solid Color Uber"	Linear 0.0 0.0

	RunEvent HudMedicChargedLoop		0.6
}

event HudMedicOrangePulseCharge
{
	Animate	ChargeLabel 				FgColor		"Cute1"	Linear 0.0 0.1
	Animate	ChargeLabel 				FgColor		"Cute2"	Linear 0.3 0.4

	Animate	ChargeMeter 				FgColor		"Cute1"	Linear 0.0 0.1
	Animate	ChargeMeter 				FgColor		"Cute2"	Linear 0.3 0.4

	RunEvent HudMedicChargedLoop		0.6
}

event HudMedicChargedStop
{
	StopEvent HudMedicCharged			0.0
	StopEvent HudMedicRainbowCharged	0.0
	StopEvent HudMedicSolidColorCharge	0.0
	StopEvent HudMedicOrangePulseCharge	0.0
	StopEvent HudMedicChargedLoop		0.0

	Animate	ChargeMeter					FgColor		"Uber Bar Color"	Linear 0.0 0.0001
	Animate	ChargeLabel 				FgColor		"Ammo In Clip"		Linear 0.0 0.0001
}
//==================================================================================

event DamagedPlayer
{
	StopEvent HitMarker 				0.0
	RunEvent HitMarker 					0.01
}

event HitMarker
{
	Animate		CustomCrosshair			FgColor		"CrosshairDamage"	Linear 0.0	0.0
	Animate		CustomCrosshair			FgColor		"Crosshair"			Linear 0.15	0.0
}
//==================================================================================

// Spy Disguise
event HudSpyDisguiseFadeIn
{
//	RunEvent HudSpyDisguiseChanged		0.0
//	Animate PlayerStatusSpyImage		Alpha		"255"				Linear 0.9	0.1
}

event HudSpyDisguiseFadeOut
{
//	RunEvent HudSpyDisguiseChanged		0.0
//	Animate PlayerStatusSpyImage		Alpha		"0"					Linear 0.9	0.1
}

event HudSpyDisguiseChanged
{
	Animate	PlayerStatusSpyOutlineImage	Alpha		"200"				Linear 0.0 0.2
	Animate	PlayerStatusSpyOutlineImage	Position	"c-350 r175"		Linear 0.0 0.2
	Animate	PlayerStatusSpyOutlineImage	Size		"150 150"			Linear 0.0 0.2

	RunEvent HudSpyDisguiseHide			0.7
}
//==================================================================================

event HudSnapShotReminderIn
{
    RunEvent HudHealthDyingPulseStop 	10.0
    RunEvent HudHealthBonusPulseStop 	10.0
    RunEvent HudLowAmmoPulseStop 		10.0
    RunEvent HudMedicChargedStop 		10.0
}
//==================================================================================

event TeamStatus_PlayerDead
{
	SetVisible	respawntime	1	0
}

event TeamStatus_PlayerAlive
{
	SetVisible	respawntime	0	0.2
}

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

event CompetitiveGame_LowerChatWindow { }
event CompetitiveGame_RestoreChatWindow { }
event HudTournament_MoveChatWindow { }
