

//yacrosshair

event DamagedPlayer
{
    Animate Crosshair 	FgColor 	"CrosshairDamage" 	Linear 0.0 0.00001
	Animate Crosshair 	FgColor 	"Crosshair" 	Linear 0.10 0.10001
}

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

//Fog's Crosshair

event DamagedPlayer
{
	Animate fogCrosshair 	FgColor 	"CrosshairDamage" 	Linear 0.0 0.00001
	Animate fogCrosshair 	FgColor 	"Crosshair" 	Linear 0.10 0.10001
	
	// Set the second line ("255 255 255 255") to whatever color you have changed
	// your crosshair to be. So if you crosshair is green, the second line should
	// also have that same value.
	// "255 255 255 255"	= White
	// "255 255 0 255" 	= Yellow
	// "145 225 25 255"	= Green
	//
	//You can also look into the clientscheme.res file in /resource/,
	//there you can find various colors that are already defined for the HUD
	//such as "Green", "Red", "Gray" and so on
	//
	//
}

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

//Health Bonus Pulse
event HudHealthBonusPulse
{
	Animate	PlayerStatusHealthBonusImage 	Alpha		"205"		    Linear 0.0 0.2
	Animate	PlayerStatusHealthBonusImage 	Alpha		"0"		        Linear 0.2 0.4

    Animate	PlayerStatusHealthValue 	    FgColor		"Buff"	        Accel 0.0 0.0
	Animate	PlayerStatusHealthValueCam 	    FgColor		"Buff"	        Accel 0.0 0.0
    Animate	PlayerStatusHealthValueSpec 	FgColor		"Buff"	        Accel 0.0 0.0  
	Animate	PlayerStatusHealthValueTour  	FgColor		"Buff"          Accel 0.0 0.0
    
    Animate	HealthBG 	    BgColor		"Positive"	        Accel 0.0 0.0
    Animate	HealthBG 	    Alpha		"255"		        Accel 0.0 0.3
	Animate	HealthBG 	    Alpha		"255"		        Accel 0.3 0.6
	Animate	TargetHPBG 	    BgColor		"Positive"	    Accel 0.0 0.0
    Animate	TargetHPBG 	    Alpha		"255"		        Accel 0.0 0.3
	Animate	TargetHPBG 	    Alpha		"255"		        Accel 0.3 0.6
    Animate	SpecBG 	        BgColor		"Positive"	    Accel 0.0 0.0
    Animate	SpecBG 	        Alpha		"255"		        Accel 0.0 0.3
	Animate	SpecBG 	        Alpha		"255"		        Accel 0.3 0.6

	RunEvent HudHealthBonusPulseLoop	0.6
}

// call to loop HudHealthBonusPulse
event HudHealthBonusPulseLoop
{
	RunEvent HudHealthBonusPulse 0.0
	RunEvent PlayerStatusHealthValue 0.0
	RunEvent PlayerStatusHealthValueCam 0.0
	RunEvent PlayerStatusHealthValueSpec 0.0
	RunEvent PlayerStatusHealthValueTour 0.0
}

event HudHealthBonusPulseStop
{
	StopEvent HudHealthBonusPulse 0.0
	StopEvent HudHealthBonusPulseLoop 0.0
	StopEvent PlayerStatusHealthValue 0.0
	StopEvent PlayerStatusHealthValueCam 0.0
	StopEvent PlayerStatusHealthValueSpec 0.0
	StopEvent PlayerStatusHealthValueTour 0.0

	Animate	PlayerStatusHealthValue 	    FgColor		"Health"	        Accel 0.0 0.0
	Animate	PlayerStatusHealthValueCam 	    FgColor		"Health"	        Accel 0.0 0.0
    Animate	PlayerStatusHealthValueSpec 	FgColor		"Health"	        Accel 0.0 0.0
	Animate	PlayerStatusHealthValueTour  	FgColor		"Health"            Accel 0.0 0.0
    
    Animate	HealthBG 	     BgColor		"Blank"	       Accel 0.0 0.0
    Animate	HealthBG 	     Alpha		    "255"		           Accel 0.0 0.0
	Animate	TargetHPBG 	     BgColor		"Black"	       Accel 0.0 0.0
    Animate	TargetHPBG 	     Alpha		    "255"		           Accel 0.0 0.0
    Animate	SpecBG 	         BgColor		"Black"	       Accel 0.0 0.0
    Animate	SpecBG 	         Alpha		    "255"		           Accel 0.0 0.0
    
}

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

//Health Dying Pulse
event HudHealthDyingPulse
{
	Animate	PlayerStatusHealthBonusImage 	Alpha		"175"		         Linear 0.0 0.075
	Animate	PlayerStatusHealthBonusImage 	Alpha		"0"		         Linear 0.125 0.075

    Animate	PlayerStatusHealthValue 	    FgColor		"Low"	        Accel 0.0 0.0
	Animate	PlayerStatusHealthValueCam 	    FgColor		"Low"	        Accel 0.0 0.0
    Animate	PlayerStatusHealthValueSpec 	FgColor		"Low"	        Accel 0.0 0.0  
	Animate	PlayerStatusHealthValueTour  	FgColor		"Low"          Accel 0.0 0.0
    
    Animate	HealthBG 	    BgColor		"Negative"	    Accel 0.0 0.0
    Animate	HealthBG 	    Alpha		"255"		        Accel 0.0 0.3
	Animate	HealthBG 	    Alpha		"255"		        Accel 0.3 0.6
	Animate	TargetHPBG 	    BgColor	    "Negative"	    Accel 0.0 0.0
    Animate	TargetHPBG 	    Alpha		"255"		        Accel 0.0 0.3
	Animate	TargetHPBG 	    Alpha		"255"		        Accel 0.3 0.6
    Animate	SpecBG 	        BgColor		"Negative"	    Accel 0.0 0.0
    Animate	SpecBG 	        Alpha		"255"		        Accel 0.0 0.3
	Animate	SpecBG 	        Alpha		"255"		        Accel 0.3 0.6

	RunEvent HudHealthDyingPulseLoop	0.6
}

// call to loop HudHealthDyingPulse
event HudHealthDyingPulseLoop
{
	RunEvent HudHealthDyingPulse 0.0
	RunEvent PlayerStatusHealthValue 0.0
	RunEvent PlayerStatusHealthValueCam 0.0
	RunEvent PlayerStatusHealthValueSpec 0.0
	RunEvent PlayerStatusHealthValueTour 0.0
}

event HudHealthDyingPulseStop
{
	StopEvent HudHealthDyingPulse 0.0
	StopEvent HudHealthDyingPulseLoop 0.0
	StopEvent PlayerStatusHealthValue 0.0
	StopEvent PlayerStatusHealthValueCam 0.0
	StopEvent PlayerStatusHealthValueSpec 0.0
	StopEvent PlayerStatusHealthValueTour 0.0


	Animate	PlayerStatusHealthValue 	    FgColor		"Health"	         Accel 0.0 0.0
	Animate	PlayerStatusHealthValueCam 	    FgColor		"Health"	         Accel 0.0 0.0
    Animate	PlayerStatusHealthValueSpec 	FgColor		"Health"	         Accel 0.0 0.0
	Animate	PlayerStatusHealthValueTour  	FgColor		"Health"             Accel 0.0 0.0
    
    Animate	HealthBG 	     BgColor		"Blank"	        Accel 0.0 0.0
    Animate	HealthBG 	     Alpha		    "255"		            Accel 0.0 0.0
	Animate	TargetHPBG 	     BgColor		"Black"	        Accel 0.0 0.0
    Animate	TargetHPBG 	     Alpha		    "255"		            Accel 0.0 0.0
    Animate	SpecBG 	         BgColor		"Black"	       Accel 0.0 0.0
    Animate	SpecBG 	         Alpha		    "255"		           Accel 0.0 0.0
    
}

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


event HudLowAmmoPulse {RunEvent LowAmmoPulse 0}
event LowAmmoPulse
{
	Animate	HudWeaponLowAmmoImage		Alpha		"255"		Linear 0.0 0.075
	Animate	HudWeaponLowAmmoImage		Alpha		"0"		Linear 0.125 0.075

    Animate	AmmoInClip		FgColor		"AmmoLow"	         Accel 0.0 0.0
	Animate	AmmoInReserve	FgColor		"AmmoLow"            Accel 0.0 0.0
	Animate	AmmoNoClip		FgColor		"AmmoLow"	         Accel 0.0 0.0
    
	Animate	AmmoBG 	                BgColor		"Blank"	        linear 0.0 0.0
	
	RunEvent HudLowAmmoPulseLoop	0.25
}

event HudLowAmmoPulseLoop
{
	RunEvent HudLowAmmoPulse 0.0
}

event HudLowAmmoPulseStop
{
	StopEvent LowAmmoPulse 0.0
	StopEvent HudLowAmmoPulseLoop 0.0

    Animate	AmmoInClip		FgColor		"Ammo"	         Accel 0.0 0.0
	Animate	AmmoInReserve	FgColor		"AmmoReserve"    Accel 0.0 0.0
	Animate	AmmoNoClip		FgColor		"Ammo"	         Accel 0.0 0.0
    
	Animate	AmmoBG 	                BgColor		"Blank"	        linear 0.0 0.0
}

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

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

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

event HudMedicCharged
{
	Animate	MedicBG 	            BgColor		"Uber"		linear 0.0 0.0
	Animate	ChargeMeter 	        FgColor		"UberMeter"		    linear 0.0 0.0
	Animate ChargeLabel             FgColor     "Gray"      linear 0.0 0.0

	RunEvent HudMedicChargedLoop	0.6
}

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

event HudMedicChargedStop
{
	StopEvent HudMedicCharged 0.0
	StopEvent HudMedicChargedLoop 0.0
	StopEvent ChargeLabel 0.0
	StopEvent ChargeMeter 0.0

    Animate	MedicBG 	            BgColor		"Blank"	       linear 0.0 0.0
	Animate	ChargeLabel 	        FgColor		"White"		   linear 0.0 0.0001
	Animate	ChargeMeter 	        FgColor		"White"		   linear 0.0 0.0001
}

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

//
//
//
// commands:
//	Animate <panel name> <variable> <target value> <interpolator> <start time> <duration>
//		variables:
//			FgColor
//			BgColor
//			Position
//			Size
//			Blur		(hud panels only)
//			TextColor	(hud panels only)
//			Ammo2Color	(hud panels only)
//			Alpha		(hud weapon selection only)
//			SelectionAlpha  (hud weapon selection only)
//			TextScan	(hud weapon selection only)
//
//		interpolator:
//			Linear
//			Accel - starts moving slow, ends fast
//			Deaccel - starts moving fast, ends slow
//			Spline - simple ease in/out curve
//			Pulse - < freq > over the duration, the value is pulsed (cosine) freq times ending at the dest value (assuming freq is integral)
//			Flicker - < randomness factor 0.0 to 1.0 > over duration, each frame if random # is less than factor, use end value, otherwise use prev value
//
//	RunEvent <event name> <start time>
//		starts another even running at the specified time
//
//	StopEvent <event name> <start time>
//		stops another event that is current running at the specified time
//
//	StopAnimation <panel name> <variable> <start time>
//		stops all animations refering to the specified variable in the specified panel
//
//	StopPanelAnimations <panel name> <start time>
//		stops all active animations operating on the specified panel
//
//  SetFont <panel name> <fontparameter> <fontname from scheme> <set time> 
//
//	SetTexture <panel name> <textureidname> <texturefilename> <set time>
//
//  SetString <panel name> <string varname> <stringvalue> <set time>





event LevelInit
{
}

event OpenWeaponSelectionMenu
{
	StopEvent CloseWeaponSelectionMenu	0.0
	StopEvent WeaponPickup				0.0

	// 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 CloseWeaponSelectionMenu	0.0
	StopEvent WeaponPickup				0.0

	// 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
{
	StopEvent	MenuClose 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"	Linear  0.0 0.1
	Animate HudMenu ItemColor		"ItemColor"	Linear 0.0 0.1
	Animate HudMenu TextScan		"1"		Linear 0.0 0.1

	// Undo any blur
	Animate HudMenu		Blur		"1"			Linear	0.0		0.01
}

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 HudMenu		Blur		"7"			Linear	0.0		0.1
	Animate HudMenu		Blur		"2"			Deaccel	0.1		0.1
	Animate HudMenu		Blur		"7"			Linear	0.2		0.1
	Animate HudMenu		Blur		"2"			Deaccel	0.3		0.1
	Animate HudMenu		Blur		"7"			Linear	0.4		0.1
	Animate HudMenu		Blur		"2"			Deaccel	0.5		0.1
	Animate	HudMenu		Blur		"1"			Deaccel	0.6		0.4
}

event TimerIncrement
{
	Animate HudTimer		Blur		"7"			Linear	0.0	0.1
	Animate HudTimer		Blur		"2"			Deaccel	0.1		0.8
	Animate	HudTimer		Blur		"0"			Deaccel	1.1		1.5
}

event TimerDecrement
{
	Animate HudTimer		Blur		"7"			Linear	0.0	0.1
	Animate HudTimer		Blur		"2"			Deaccel	0.1		0.8
	Animate	HudTimer		Blur		"0"			Deaccel	1.1		1.5
}


event ResourceIncrement
{
	Animate HudResources		Blur			"3"			Linear	0.0	0.0
	Animate HudResources		PulseAmount		"0"			Linear	0.0	0.01
	Animate HudResources		Blur			"1"			Deaccel	0.1	1.5
	Animate HudResources		PulseAmount		"1"			Linear	0.1	2

	Animate HudResources		PulseAmount		"0"			Linear	2	2
}

event ResourceDecrement
{
	Animate HudResources		Blur			"7"			Linear	0.0	0.0
	Animate HudResources		PulseAmount		"0"			Linear	0.0	0.01
	Animate HudResources		Blur			"1"			Deaccel	0.1	1.5
	Animate HudResources		PulseAmount		"1"			Linear	0.1	2

	Animate HudResources		PulseAmount		"0"			Linear	2	2
}

event ResourcePickup
{
	Animate HudResourcesPickup	Alpha			"255"			Linear	0	0
	Animate HudResourcesPickup	Position		"80 r40"		Linear	0	0
	Animate HudResourcesPickup	Position		"80 r120"		Deaccel	0	1
	Animate HudResourcesPickup	Blur			"7"			Deaccel 0	0.2
	Animate HudResourcesPickup	Alpha			"0"			Deaccel	.8	0.2
	Animate	HudResourcesPickup	Blur		"1"			Deaccel	0.2	0.3
}

event HintMessageShow
{
	Animate HudHintDisplay HintSize	"1"		Deaccel 0.0	0.3
	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"   Linear  10.0 	0.2
	Animate HudHintDisplay HintSize	"0"		Deaccel 10.2	0.3
}


event HintMessageHide
{
	Animate HudHintDisplay FgColor	"255 220 0 0"   Linear  0.0 	0.2
	Animate HudHintDisplay HintSize	"0"		Deaccel 0.2	0.3
}

event KeyHintMessageShow
{
	// show the hints
	Animate HudHintKeyDisplay Alpha	255 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 Alpha	0 Linear 12.0 1.0
}

event KeyHintMessageHide
{
	Animate HudHintKeyDisplay Alpha	0 Linear 0.0 0.5
}



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 HudAccount		FgColor	"HudIcon_Red" Linear 0.0 0.0001
	Animate HudAccount		FgColor	"OrangeDim" Accel 0.0 3.0

	Animate	HudAccount		Ammo2Color "HudIcon_Red" Linear 0.0 0.0001
	Animate HudAccount		Ammo2Color "0 0 0 0" Accel 0.0 3.0
}

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

	Animate HudAccount		Ammo2Color "HudIcon_Green" Accel 0.0 0.0001
	Animate HudAccount		Ammo2Color "0 0 0 0" Accel 0.0 3.0
}

event AccountMoneyInvisible
{
	Animate HudAccount		FgColor	"OrangeDim" Accel 0.0 0.0001
	Animate HudAccount		Ammo2Color "0 0 0 0" Accel 0.0 0.0001
}

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

event FlagOutlineHide
{
	Animate OutlineImage	Alpha		"0"				Linear 0.0 0.1
}

// Local player flag pickup/drop
event FlagOutline
{
	RunEvent FlagOutlineHide 0.0
	Animate OutlineImage	Alpha		"150"			Linear 0.1 0.2
	
	Animate OutlineImage	Position	"c-80 300"		Linear 0.1 0.2
	Animate OutlineImage	Size		"160 100"		Linear 0.1 0.2

	Animate OutlineImage	Position	"c-40 388"		Linear 0.7 0.2
	Animate OutlineImage	Size		"80 50"		Linear 0.7 0.2
	
	Animate OutlineImage	Alpha		"0"				Linear 0.9 0.1
}

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

// Spy Disguise
event HudSpyDisguiseChanged
{
	Animate PlayerStatusSpyOutlineImage		Alpha		"255"			Linear 0.0 0.2
	
	Animate PlayerStatusSpyOutlineImage		Position	"c-200 c-200"	        Linear 0.0 0.2
	Animate PlayerStatusSpyOutlineImage		Size		"400 400"		Linear 0.0 0.2

	RunEvent HudSpyDisguiseHide	0.7
}

event HudSpyDisguiseHide
{
	Animate PlayerStatusSpyOutlineImage		Position	"3 413"			Linear 0.0 0.2
	Animate PlayerStatusSpyOutlineImage		Size		"55 55"			Linear 0.0 0.2
	
	Animate PlayerStatusSpyOutlineImage		Alpha		"0"			Linear 0.2 0.1
}

event HudSpyDisguiseFadeIn
{
	Animate PlayerStatusSpyImage			Alpha		"255"			Linear 0.9 0.1
	Animate PlayerStatusClassImage			Alpha		"255"			Linear 0.0 0.0	
}

event HudSpyDisguiseFadeOut
{
	Animate PlayerStatusSpyImage			Alpha		"0"			Linear 0.9 0.1	
	Animate PlayerStatusClassImage			Alpha		"0"			Linear 0.0 0.0
}

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

// Show the Overtime panel
event OvertimeShow
{
	Animate OvertimeLabel				Alpha		"255"			Linear 0.0 0.1	
	Animate OvertimeBG					Alpha		"255"			Linear 0.0 0.1	
}


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

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

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

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

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

event HudTournamentSetupPanelOpen
{
	Animate HudTournamentSetup	Position	"c-90 -70"	Linear 0.0 0.001
	Animate HudTournamentSetup	Position	"c-90 47"	Spline 0.001 0.2
}

event HudTournamentSetupPanelClose
{
	Animate HudTournamentSetup	Position	"c-90 47"	Linear 0.0 0.001
	Animate HudTournamentSetup	Position	"c-90 -70"	Spline 0.001 0.2
}

event VideoCaptionFadeIn
{
	Animate VideoCaption	Alpha		"255"			Linear 0.0 0.1
}

event VideoCaptionFadeOut
{
	Animate VideoCaption	Alpha		"0"				Linear 0.0 0.1
}

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

// arena

event ArenaVsPanelOnShow
{
	Animate bluepanel	Position	"-200 50"	Linear 0.0 0.001
	Animate redpanel	Position	"r-200 140"	Linear 0.0 0.001
	Animate vslabel	Alpha	"0"		Linear 0.0 0.001
		
	RunEvent ArenaVsPanelSlideIn	1.0
	RunEvent ArenaVsPanelSlideOut	4.8
}

event ArenaVsPanelSlideIn
{
	Animate bluepanel	Position	"c-100 50"	Spline 0.0 0.2
	Animate redpanel	Position	"c-100 140"	Spline 0.0 0.2
	Animate vslabel	Alpha	"255"	Linear 0.15 0.2
}

event ArenaVsPanelSlideOut
{
	Animate bluepanel	Position	"-200 50"	Spline 0.0 0.2	
	Animate redpanel	Position	"r-200 140"	Spline 0.0 0.2
	Animate vslabel	Alpha	"0"		Linear 0.0 0.05
}

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

//Cart Alarm Pulse
event HudCartAlarmPulse
{
	Animate	EscortItemImageAlert 	Alpha		"160"		Linear 0.0 0.3
	Animate	EscortItemImageAlert 	Alpha		"0"		Linear 0.6 0.3
	
	RunEvent HudCartAlarmPulseLoop	1.2
}

event HudCartAlarmPulseLoop
{
	RunEvent HudCartAlarmPulse 0.0
}

event HudCartAlarmPulseStop
{
	StopEvent HudCartAlarmPulse 0.0
	StopEvent HudCartAlarmPulseLoop 0.0
}

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

// Active Timer BG Pulse
event ActiveTimerBGPulse
{
	Animate	ActiveTimerBG 	Alpha		"0"			Linear 0.1 0.1
	Animate	ActiveTimerBG 	Alpha		"255"		Linear 0.3 0.1
	
	Animate	ActiveTimerBG 	Alpha		"0"			Linear 0.5 0.1
	Animate	ActiveTimerBG 	Alpha		"255"		Linear 0.7 0.1
	
	Animate	ActiveTimerBG 	Alpha		"0"			Linear 0.9 0.1
	Animate	ActiveTimerBG 	Alpha		"255"		Linear 1.1 0.1
}

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

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

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

	Animate TimePanelValue FgColor	TanLight		Linear 1.3 0.3
	
}

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

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

event OvertimeLabelPulseRed
{
	Animate	OvertimeLabel 	FgColor		TanLight	Linear 0.0 0.3
	Animate	OvertimeLabel 	FgColor		RedSolid	Linear 0.3 0.3

	RunEvent OvertimeLabelPulseRed 0.6
}

event SuddenDeathLabelPulseRed
{
	Animate	SuddenDeathLabel 	FgColor		TanLight	Linear 0.0 0.3
	Animate	SuddenDeathLabel 	FgColor		RedSolid			Linear 0.3 0.3

	RunEvent SuddenDeathLabelPulseRed 0.2
}

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

event TeamsFullArrowAnimate
{
	Animate TeamsFullArrow	Position	"c-118 165"		Linear	0	0
	Animate TeamsFullArrow	Position	"c-118 180"		Linear	0	0.4
	Animate TeamsFullArrow	Position	"c-118 165"		Linear	0.4	0.4
	
	RunEvent TeamsFullArrowAnimateLoop	0.8
}

event TeamsFullArrowAnimateLoop
{
	RunEvent TeamsFullArrowAnimate 0.0
}

event TeamsFullArrowAnimateEnd
{
	StopEvent TeamsFullArrowAnimate 0.0
	StopEvent TeamsFullArrowAnimateLoop 0.0
}

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

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

event TrainingPressSpacebarBlink
{
	Animate	PressSpacebarToContinue 	Alpha		"255"		Linear 0.0 0.1
	Animate	PressSpacebarToContinue 	Alpha		"0"			Linear 0.2 0.1
		
	Animate	PressSpacebarToContinue 	Alpha		"255"		Linear 0.4 0.1
	Animate	PressSpacebarToContinue 	Alpha		"0"			Linear 0.6 0.1
	
	Animate	PressSpacebarToContinue 	Alpha		"255"		Linear 0.8 0.1
	Animate	PressSpacebarToContinue 	Alpha		"0"			Linear 1.0 0.1
	
	Animate	PressSpacebarToContinue 	Alpha		"255"		Linear 1.2 0.1

	RunEvent TrainingPressSpacebarBlinkLoop		3.0
}

event TrainingPressSpacebarBlinkLoop
{
	RunEvent TrainingPressSpacebarBlink			0.0
}

event TrainingPressSpacebarBlinkStop
{
	StopEvent TrainingPressSpacebarBlink			0.0
	StopEvent TrainingPressSpacebarBlinkLoop 		0.0
}

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

event IntroMovieContinueBlink
{
	Animate	continue 	Alpha		"255"		Linear 0.0 0.1
	Animate	continue 	Alpha		"0"			Linear 0.2 0.1
		
	Animate	continue 	Alpha		"255"		Linear 0.4 0.1
	Animate	continue 	Alpha		"0"			Linear 0.6 0.1
	
	Animate	continue 	Alpha		"255"		Linear 0.8 0.1
	Animate	continue 	Alpha		"0"			Linear 1.0 0.1
	
	Animate	continue 	Alpha		"255"		Linear 1.2 0.1

	RunEvent IntroMovieContinueBlinkLoop		2.0
}

event IntroMovieContinueBlinkLoop
{
	RunEvent IntroMovieContinueBlink			0.0
}

event IntroMovieContinueBlinkStop
{
	StopEvent IntroMovieContinueBlink			0.0
	StopEvent IntroMovieContinueBlinkLoop 		0.0
}

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

event HasMOTDBlink
{
	Animate	MOTD_ShowButtonPanel_SB 	Alpha		"255"		Linear 0.0 0.1
	Animate	MOTD_ShowButtonPanel_SB 	Alpha		"0"			Linear 0.2 0.1
		
	Animate	MOTD_ShowButtonPanel_SB 	Alpha		"255"		Linear 0.4 0.1
	Animate	MOTD_ShowButtonPanel_SB 	Alpha		"0"			Linear 0.6 0.1
	
	Animate	MOTD_ShowButtonPanel_SB 	Alpha		"255"		Linear 0.8 0.1
	Animate	MOTD_ShowButtonPanel_SB 	Alpha		"0"			Linear 1.0 0.1
	
	Animate	MOTD_ShowButtonPanel_SB 	Alpha		"255"		Linear 1.2 0.1

	RunEvent HasMOTDBlinkLoop		2.0
}

event HasMOTDBlinkLoop
{
	RunEvent HasMOTDBlink			0.0
}

event HasMOTDBlinkStop
{
	StopEvent HasMOTDBlink				0.0
	StopEvent HasMOTDBlinkLoop 		0.0
	Animate	MOTD_ShowButtonPanel_SB 	Alpha		"255"		Linear 0.0 0.1
}

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

event HasNotificationsBlink
{
	Animate	Notifications_ShowButtonPanel_SB 	Alpha		"255"		Linear 0.0 0.1
	Animate	Notifications_ShowButtonPanel_SB 	Alpha		"0"			Linear 0.2 0.1
		
	Animate	Notifications_ShowButtonPanel_SB 	Alpha		"255"		Linear 0.4 0.1
	Animate	Notifications_ShowButtonPanel_SB 	Alpha		"0"			Linear 0.6 0.1
	
	Animate	Notifications_ShowButtonPanel_SB 	Alpha		"255"		Linear 0.8 0.1
	Animate	Notifications_ShowButtonPanel_SB 	Alpha		"0"			Linear 1.0 0.1
	
	Animate	Notifications_ShowButtonPanel_SB 	Alpha		"255"		Linear 1.2 0.1

	RunEvent HasNotificationsBlinkLoop		2.0
}

event HasNotificationsBlinkLoop
{
	RunEvent HasNotificationsBlink			0.0
}

event HasNotificationsBlinkStop
{
	StopEvent HasNotificationsBlink				0.0
	StopEvent HasNotificationsBlinkLoop 		0.0
	Animate	Notifications_ShowButtonPanel_SB 	Alpha		"255"		Linear 0.0 0.1
}

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

event AddToCartBlink
{
	Animate	CartButton	BgColor	"TanDark"		Linear 0.0 0.01
	Animate	CartButton	BgColor	"255 150 0 255"	Linear 0.1 0.01
		
	Animate	CartButton 	BgColor	"TanDark"		Linear 0.2 0.01
	Animate	CartButton 	BgColor	"255 150 0 255"	Linear 0.3 0.01
	
	Animate	CartButton 	BgColor	"TanDark"		Linear 0.4 0.01
	Animate	CartButton 	BgColor	"255 150 0 255"	Linear 0.5 0.01
	
	Animate	CartButton	BgColor	"TanDark"		Linear 0.6 0.01
	Animate	CartButton	BgColor	"255 150 0 255"	Linear 0.7 0.01
		
	Animate	CartButton 	BgColor	"TanDark"		Linear 0.8 0.01
	Animate	CartButton 	BgColor	"255 150 0 255"	Linear 0.9 0.01
	
	Animate	CartButton 	BgColor	"TanDark"		Linear 1.0 0.01
}

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

event NotificationsPresentBlink
{
	Animate	NotificationsPresentPanel 	Alpha		"255"		Linear 0.0 0.1
	Animate	NotificationsPresentPanel 	Alpha		"0"			Linear 0.2 0.1
		
	Animate	NotificationsPresentPanel 	Alpha		"255"		Linear 0.4 0.1
	Animate	NotificationsPresentPanel 	Alpha		"0"			Linear 0.6 0.1
	
	Animate	NotificationsPresentPanel 	Alpha		"255"		Linear 0.8 0.1
	Animate	NotificationsPresentPanel 	Alpha		"0"			Linear 1.0 0.1
	
	Animate	NotificationsPresentPanel 	Alpha		"255"		Linear 1.2 0.1

	RunEvent NotificationsPresentBlinkLoop		2.0
}

event NotificationsPresentBlinkLoop
{
	RunEvent NotificationsPresentBlink			0.0
}

event NotificationsPresentBlinkStop
{
	StopEvent NotificationsPresentBlink				0.0
	StopEvent NotificationsPresentBlinkLoop 		0.0
	Animate	NotificationsPresentPanel 	Alpha		"255"		Linear 0.0 0.1
}

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

event DamagedPlayer
{
	// empty
}

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

event SpyWarningFlash
{
	Animate	EnemyCountImageBG	BgColor	"RedSolid"		Linear 0.0 0.01
	Animate	EnemyCountImageBG	BgColor	"TanLight"		Linear 0.21 0.01
	
	RunEvent	SpyWarningFlashLoop		0.42
}

event SpyWarningFlashLoop
{
	RunEvent SpyWarningFlash			0.0
}
 
event SpyWarningFlashEnd
{
	StopEvent SpyWarningFlash			0.0
	StopEvent SpyWarningFlashLoop		0.0
}

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

	RunEvent HudReadyPulseLoop	0.5
}

event HudReadyPulseLoop
{
	RunEvent HudReadyPulse			0.0
}

event HudReadyPulseEnd
{
	Animate	TournamentInstructionsLabel 	FgColor		"TanLight"		Linear 0.0 0.1
	
	StopEvent HudReadyPulse			0.0
	StopEvent HudReadyPulseLoop		0.0
}

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	"0 63"		Deaccel 0.0 0.05
	Animate Score Position	"0 68"		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	"0 63"		Deaccel 0.0 0.05
	Animate Score Position	"0 68"		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 HideStamp
{
    SetVisible ApplyStampButton        0                    0
}

event CollectionCrafting_Intro
{
    // Reset
    SetVisible ApplyStampButton        0                    0
    SetVisible Stamp                0                    0
    Animate Stamp                    xpos c140    Accel    0 0
    Animate DrawingPanel            xpos c0        Accel    0 0
    Animate DrawingPanel            wide 0        Accel    0 0
    Animate LetterFront                xpos c0        Accel    0 0
    Animate LetterFront                wide 0        Accel    0 0
    Animate LetterBack_Top        xpos c-250    Accel    0 0
    Animate LetterBack_Top        ypos 400    Accel    0 0
    Animate LetterBack_Top        wide 500    Accel    0 0
    Animate LetterBack_Bottom        xpos c-250    Accel    0 0
    Animate LetterBack_Bottom        ypos 400    Accel    0 0
    Animate LetterBack_Bottom        wide 500    Accel    0 0
    Animate LetterBack_Flap            xpos c-250    Accel    0 0
    Animate LetterBack_Flap            ypos 400    Accel    0 0
    Animate LetterBack_Flap            wide 500    Accel    0 0
    Animate LetterBack_Flap            tall 0        Deaccel 0.6 0.4
    Animate LetterBack_Top            ypos 400    Accel    0 0
    SetVisible ReturnModel            0                    0
    Animate SendEvelopeButton        ypos 280    Accel    0 0
    SetVisible    SendEvelopeButton         0                0 
    SetVisible ResponseTimeout        0                    0
    SetVisible WaitingForResponse    0                    0

    SetVisible ShowExplanationsButton1            1                    0
    SetVisible ShowExplanationsButton2            0                    0
    Animate TradeUpContainer    wide 800    Accel 0 0    

    // Slide paper down
    Animate TradeUpContainer Position    "0 60"    Deaccel    0    0.3

    // Slider BG up
    Animate BG            Position    "0 34"    Deaccel    0    0.3

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

event CollectionCrafting_LetterStart
{
    // Slide envelope up
    FireCommand    0.0 "playsound ui/trade_up_envelope_slide_in.wav"
    Animate LetterBack_Bottom    ypos 60    Deaccel 0 0.3
    Animate LetterBack_Flap        ypos 60    Deaccel 0 0.3
    Animate LetterBack_Top        ypos 60    Deaccel 0 0.3
    SetVisible ShowExplanationsButton1    0        0

    // Close flap
    FireCommand    0.3 "playsound ui/trade_up_envelope_fold.wav"
    Animate LetterBack_Flap        tall 250 Deaccel 0.4 0.2
    
    // Start Flip
    FireCommand    0.8 "playsound ui/trade_up_envelope_spin.wav"
    Animate TradeUpContainer    wide 0    Accel 0.8 0    
    Animate LetterBack_Bottom    wide 0    Accel 0.8 0.2
    Animate LetterBack_Bottom    xpos c0    Accel 0.8 0.2
    Animate LetterBack_Flap        wide 0    Accel 0.8 0.2
    Animate LetterBack_Flap        xpos c0    Accel 0.8 0.2
    Animate LetterBack_Top        wide 0    Accel 0.8 0.2
    Animate LetterBack_Top        xpos c0    Accel 0.8 0.2
    
    // End Flips
    Animate LetterFront            xpos c-250    Deaccel 1.0 0.2
    Animate LetterFront            wide 500    Deaccel 1.0 0.2
    Animate DrawingPanel        xpos c-250    Deaccel 1.0 0.2
    Animate DrawingPanel        wide 500    Deaccel 1.0 0.2
    SetVisible ApplyStampButton    1                    1.3
    SetVisible ShowExplanationsButton2    1            1.3
}

event CollectionCrafting_PlaceStamp
{
    SetVisible Stamp                1                    0
    SetVisible ApplyStampButton        0                    0
    FireCommand    0 "playsound ui/trade_up_apply_stamp.wav"
}

event CollectionCrafting_LetterSend
{
    SetVisible ShowExplanationsButton2    0            0
    SetVisible    SendEvelopeButton        0            0 
    Animate Stamp                xpos    c70    Deaccel    0 0.3
    Animate LetterFront            xpos    c-320    Deaccel 0 0.3
    Animate DrawingPanel        xpos    c-320    Deaccel 0 0.3

    RunEventChild BehindItemParticlePanel StartParticle2 0.3
    Animate Stamp                xpos 1120    Accel 0.3 0.2
    Animate LetterFront            xpos 1000    Accel 0.3 0.2
    Animate DrawingPanel        xpos 1000    Accel 0.3 0.2
    SetVisible CloseButton        0                    0
    FireCommand    0.2 "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 ItemName        alpha 0 Linear 0 0

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

event CollectionCrafting_ItemRecieved
{
    RunEventChild NewItemPanel ShowFoundLabels    0
    FireCommand 0    "playcratesequence1"
    SetVisible    NewItemPanel                    0 0 
    SetVisible ReturnModel                        1 0.05
    RunEventChild BehindItemParticlePanel StartParticle1 0.2

    FireCommand    0 "playsound ui/trade_up_crate_smash.wav"

    SetVisible    NewItemPanel      1            1.5 
    SetVisible CloseButton          1            1.5

    FireCommand 2.1 "playcratesequence2"
//    RunEventChild BehindItemParticlePanel PlayNewItemParticles 1.5
    
    FireCommand    1.0 "playsound ../player/taunt_medic_heroic.wav"
}

event CollectionCrafting_OKBlink_Repeatable
{
    Animate OkButton    FgColor Red         Linear 0 0.1
    Animate OkButton    FgColor 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
{
    SetVisible    SendEvelopeButton      1                    0 
    Animate SendEvelopeButton        ypos    320 Deaccel 0 0.5
}

event CollectionCrafting_ShowWaiting
{
    SetVisible WaitingForResponse    1    0
}

event CollectionCrafting_HideWaiting
{
    SetVisible WaitingForResponse    0    0
}

event CollectionCrafting_ShowFailure
{
    SetVisible ResponseTimeout    1    0
    SetVisible CloseButton        1    0
}

event CollectionCrafting_WaitForItemsOnly
{
	// Set Everything Invisible
	SetVisible ReturnModel			0					0
	SetVisible	SendEvelopeButton		 0				0 
	SetVisible ResponseTimeout		0					0
	SetVisible WaitingForResponse	0					0
	SetVisible ShowExplanationsButton1			0					0
	SetVisible ShowExplanationsButton2			0					0
	SetVisible ShowExplanationsButton2	0			0
	SetVisible	SendEvelopeButton		0			0 
	SetVisible CloseButton		0					0
	
	SetVisible ApplyStampButton		0					0
	SetVisible Stamp				0					0
	Animate Stamp					xpos c140	Accel	0 0
	Animate DrawingPanel			xpos c0		Accel	0 0
	Animate DrawingPanel			wide 0		Accel	0 0
	Animate LetterFront				xpos c0		Accel	0 0
	Animate LetterFront				wide 0		Accel	0 0
	Animate LetterBack_Top		xpos c-250	Accel	0 0
	Animate LetterBack_Top		ypos 400	Accel	0 0
	Animate LetterBack_Top		wide 500	Accel	0 0
	Animate LetterBack_Bottom		xpos c-250	Accel	0 0
	Animate LetterBack_Bottom		ypos 400	Accel	0 0
	Animate LetterBack_Bottom		wide 500	Accel	0 0
	Animate LetterBack_Flap			xpos c-250	Accel	0 0
	Animate LetterBack_Flap			ypos 400	Accel	0 0
	Animate LetterBack_Flap			wide 500	Accel	0 0
	Animate LetterBack_Flap			tall 0		Deaccel 0.6 0.4
	Animate LetterBack_Top			ypos 400	Accel	0 0
	
	// Slider BG up
	Animate BG			Position	"0 34"	Deaccel	0	0.3

	// 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 0.1	0.0 0.4
	Animate Dimmer xpos 0	Bias 0.1	0.0 0.4
}

event QuestItem_Identify_Collapse
{
	StopEvent QuestItem_Identify_Expand 0
	Animate Dimmer	wide 0	Accel 0.4 0.4
	Animate Dimmer	xpos 142	Accel 0.4 0.4
}

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

event QuestItem_Complete_Collapse
{
	Animate Dimmer	wide 0	Accel 0 0.4
	Animate Dimmer	xpos 142	Accel 0 0.4
}

event QuestItem_Complete_Progress
{
	Animate Dimmer	wide 0	Linear 0 5
	Animate Dimmer	xpos 142	Linear 0 5
}

event QuestItem_Options_Flash
{
	Animate OptionsButton FgColor LightOrange	Linear 0	 0.1
	Animate OptionsButton FgColor TanLight		Linear 0.1	 0.1
	Animate OptionsButton FgColor LightOrange	Linear 0.2	 0.1
	Animate OptionsButton FgColor TanLight		Linear 0.3	 0.1
	Animate OptionsButton FgColor LightOrange	Linear 0.4	 0.1
	Animate OptionsButton FgColor TanLight		Linear 0.5	 0.1
}

//--------------------------------------------------------------------------
event QuestItem_Expand
{
	Animate FrontFolderContainer		ypos 240	Gain 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 FrontFolderContainer		ypos 0	Gain 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 FrontFolderContainer		ypos 0	Linear 0 0
	RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
	RunEventChild TurnInContainer QuestItem_Complete_Collapse 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 FrontFolderContainer	xpos -270	Gain 0.75 0.4 0.3
	Animate BackFolderContainer		xpos -270	Gain 0.75 0.4 0.3
	Animate FrontFolderContainer	xpos -10	Gain 0.75 0.7 0.3
	Animate BackFolderContainer		xpos 0	Gain 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 FrontFolderContainer	xpos -270	Gain 0.75 0.0 0.3
	Animate BackFolderContainer		xpos -270	Gain 0.75 0.0 0.3
	Animate FrontFolderContainer	xpos 0	Gain 0.75 0.3 0.4
	Animate BackFolderContainer		xpos 0	Gain 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 FrontFolderContainer	xpos 0	Linear 0 0
	Animate BackFolderContainer		xpos 0	Linear 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 FrontFolderContainer	QuestItem_DisableFrontMouse 0

	// Slide the sleeve
	Animate SleeveImage xpos 300 Bias 0.2  0.0 0.4
	Animate EncodedStatus xpos 300 Bias 0.2  0.0 0.4
	Animate ReadyToTurnInStatus xpos 300 Bias 0.2  0.0 0.4
	Animate InactiveStatus xpos 300 Bias 0.2  0.0 0.4

	// Once the sleeve is off, then "unroll" the paper
	FireCommand	0.4 "playsound ui/quest_folder_open_halloween.wav"
	RunEventChild IdentifyButtonContainer QuestItem_Identify_Expand 0.4
	RunEventChild TurnInContainer QuestItem_Complete_Expand 0.4
	Animate FrontFolderContainer		ypos 240	Gain 0.75 0.4 0.4
	Animate QuestPaperContainer			tall 300    Gain 0.75 0.4 0.4

	SetVisible FrontFolderContainer 0 0.8
	RunEvent QuestItem_Options_Flash 1
}

event QuestItem_Collapse_Halloween
{
	StopEvent QuestItem_Expand_Halloween 0

	// Roll up the paper
	Animate FrontFolderContainer		ypos 0	Gain 0.75 0 0.4
	Animate QuestPaperContainer			tall 70 Gain 0.75 0 0.4
	RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
	RunEventChild TurnInContainer QuestItem_Complete_Collapse 0
	RunEventChild FrontFolderContainer	QuestItem_EnableFrontMouse 0

	// Put the sleeve back
	FireCommand	0.5 "playsound ui/quest_folder_keeper_slide_on_halloween.wav"

	Animate SleeveImage			xpos 15	Bias 0.8 0.5 0.2
	Animate ReadyToTurnInStatus xpos 10		Bias 0.8 0.5 0.2
	Animate InactiveStatus		xpos 10		Bias 0.8 0.5 0.2
	Animate EncodedStatus		xpos 10		Bias 0.8 0.5 0.2

	SetVisible FrontFolderContainer 1 0
}

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

	// Roll up the paper
	Animate FrontFolderContainer		ypos 0	Linear 0 0
	Animate QuestPaperContainer			tall 70 Linear 0 0
	Animate EncodedStatus				xpos 10 Bias 0  0 0
	Animate ReadyToTurnInStatus			xpos 10 Bias 0  0 0
	Animate InactiveStatus				xpos 10 Bias 0  0 0

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

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

	Animate			MainContainer		ypos 0	Gain 0.75 0 0.4
}

event QuestItem_Front_OtherSelected
{
	StopEvent QuestItem_Front_Selected 0
	StopEvent QuestItem_Front_NoneSelected 0

	Animate			MainContainer		ypos 300	Gain 0.75 0 0.4
}


event QuestItem_Front_NoneSelected
{
	StopEvent QuestItem_Front_Selected 0
	StopEvent QuestItem_Front_OtherSelected 0

	Animate			MainContainer		ypos 120	Gain 0.75 0 0.4
}

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

	Animate			MainContainer		ypos 0	Gain 0.75 0 0.4
}

event QuestItem_Back_OtherSelected
{
	StopEvent QuestItem_Back_Selected 0
	StopEvent QuestItem_Back_NoneSelected 0

	Animate			MainContainer		ypos 300	Gain 0.75 0 0.8
}


event QuestItem_Back_NoneSelected
{
	StopEvent QuestItem_Back_Selected 0
	StopEvent QuestItem_Back_OtherSelected 0

	Animate			MainContainer		ypos 0	Gain 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

	SetVisible	TournamentConditionLabel 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
{
	SetVisible	MatchDoors	1	0
	SetVisible	BlueTeamPanel	1	0
	SetVisible	RedTeamPanel	1	0
	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	HudTournamentBG 0	2
	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 MatchDoors	0 9
	SetVisible CountdownLabel 0 9.9
	SetVisible CountdownLabelShadow 0 9.9

	RunEvent HudTournament_DoorsCleanup 10
	
	SetVisible CountdownBG 1 11
}

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
{
	SetVisible	MatchDoors	0	0
	SetVisible	BlueTeamPanel	0	0
	SetVisible	RedTeamPanel	0	0

	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 CountdownBG  1 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 CountdownBG  1 0
	SetVisible CountdownLabel 1 0
	SetVisible CountdownLabelShadow 1 0
}

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

event Hud_StatsAndMedals_Show
{
	SetVisible	DrawingPanel	0	0
	SetVisible	StatsBgPanel	1	0
	SetVisible	StatsLabelPanel	1	0
	Animate StatsLabelPanel ypos 75 Accel 0 0.1
	Animate BlueMedals ypos 75 Accel 0 0.1
	Animate RedMedals ypos 75 Accel 0 0.1
	Animate BlueTeamLabel ypos 107 Accel 0 0.1
	Animate RedTeamLabel ypos 107 Accel 0 0.1
}

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 DeathPanel  1 0
	SetVisible SkullPanel  1 0
	SetVisible respawntime  1 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 DeathPanel  0 0.2
	SetVisible SkullPanel  0 0.2
	SetVisible respawntime 0 0.2
}

event HudMatchStatus_ShowMatchWinDoors
{
	SetVisible	MatchDoors	1	0
	SetVisible	FrontParticlePanel	1	0

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

	SetVisible MatchDoors	0 7
	SetVisible	FrontParticlePanel	0	7
}

event HudMatchStatus_ShowMatchWinDoors_NoOpen
{
	SetVisible	MatchDoors	1	0
	SetVisible	FrontParticlePanel	1	0

	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 ItemsContainer			ypos 420 Spline 0 0.4
	Animate EventPromo				ypos 470 Spline 0 0.4
	Animate SafeMode				ypos 470 Spline 0 0.4
	Animate VRBGPanel				ypos 633 Spline 0 0.4
	Animate VRModeButton			ypos 639 Spline 0 0.4
	Animate ShowPromoCodesButton	ypos 639 Spline 0 0.4

	Animate PlayListContainer Tall 260	 Spline	0.0 0.40

	FireCommand 0 "soundentry Panel.SlideDown"
}

event MMenu_PlayList_Collapse
{
	Animate ItemsContainer			ypos 160 Spline 0 0.4
	Animate EventPromo				ypos 210 Spline 0 0.4
	Animate SafeMode				ypos 210 Spline 0 0.4
	Animate VRBGPanel				ypos 373 Spline	0 0.4
	Animate VRModeButton			ypos 379 Spline 0 0.4
	Animate ShowPromoCodesButton	ypos 379 Spline 0 0.4

	Animate PlayListContainer Tall 0 Spline 0 0.4

	FireCommand 0 "soundentry Panel.SlideUp"
}

event MMenu_PlayList_Collapse_Immediate
{
	Animate ItemsContainer			ypos 160 Spline 0 0
	Animate EventPromo				ypos 210 Spline 0 0
	Animate VRBGPanel				ypos 373 Spline	0 0
	Animate VRModeButton			ypos 379 Spline 0 0
	Animate ShowPromoCodesButton	ypos 379 Spline 0 0

	Animate PlayListContainer Tall 0 Spline 0 0
}

event MMenu_SafeMode_Blink
{
	Animate InfoImage	alpha 255 Linear	0.0 0.1 
	Animate InfoImage	alpha 0 Linear		0.1 0.1

	Animate InfoImage	alpha 255 Linear	0.2 0.1 
	Animate InfoImage	alpha 0 Linear		0.3 0.1

	Animate InfoImage	alpha 255 Linear		0.4 0.1

	RunEvent MMenu_SafeMode_Blink 1
}

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 TanLight				Linear 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 TanLight				Linear 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 RankPanel ypos r0 Linear 0 0
	Animate RankPanel ypos r295 Bias 0.90 0.2 0.3
	RunEventChild RankPanel PvPRankPanelShowXPChange 0
}

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

event PyroVsHeavyWar_ShowChooseScene
{
	// Reset
	Animate Background	ypos -250 Linear 0 0
	Animate Heavy		ypos -180 Linear 0 0
	Animate Pyro		ypos -180 Linear 0 0
	Animate Foreground	ypos -100 Linear 0 0

	// Paralax
	Animate Background	ypos -175	Bias 0.9 0 1
	Animate Heavy		ypos -60	Bias 0.9 0 1
	Animate Pyro		ypos -60	Bias 0.9 0 1
	Animate Foreground	ypos 65		Bias 0.9 0 1
}

event CasualCategory_Checkbox_Hide
{
	Animate Checkbutton xpos 250 Deaccel 0 0.2
	Animate Title		xpos 115 Deaccel 0 0.2
	Animate TitleShadow	xpos 116 Deaccel 0 0.2

	Animate Title		FgColor TanDark Deaccel 0 0.2
}

event CasualCategory_Checkbox_Show
{
	Animate Checkbutton xpos 215 Deaccel 0 0.2
	Animate Title		xpos 100 Deaccel 0 0.2
	Animate TitleShadow	xpos 101 Deaccel 0 0.2

	Animate Title		FgColor TanLight Deaccel 0 0.2
}

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

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

event HealthProgressBar_Selected
{
    Animate HealthProgressBar        Alpha 255 Deaccel 0 0.2
}

event HealthProgressBar_NotSelected
{
    Animate HealthProgressBar        Alpha 50 Deaccel 0 0.2	
}

event MMenu_UpdateButton_StartGlow
{
	SetVisible	ViewDetailsGlow	1	0
	Animate ViewDetailsGlow BgColor "238 103 17 255" Linear 0 0
	Animate ViewDetailsGlow Alpha 0   Linear 0.0 0.2
	Animate ViewDetailsGlow Alpha 255 Linear 0.2 0.2
	Animate ViewDetailsGlow Alpha 0	  Linear 0.4 0.2
	Animate ViewDetailsGlow Alpha 255 Linear 0.6 0.2
	Animate ViewDetailsGlow Alpha 0	  Linear 0.8 0.2
	Animate ViewDetailsGlow Alpha 255 Linear 1.0 0.2
	Animate ViewDetailsGlow BgColor "178 83 22 255" Linear 1.0 1.0

	SetVisible	ViewWarButtonGlow	1	0
	Animate ViewWarButtonGlow BgColor "238 103 17 255" Linear 0 0
	Animate ViewWarButtonGlow Alpha 0   Linear 0.0 0.2
	Animate ViewWarButtonGlow Alpha 255 Linear 0.2 0.2
	Animate ViewWarButtonGlow Alpha 0	  Linear 0.4 0.2
	Animate ViewWarButtonGlow Alpha 255 Linear 0.6 0.2
	Animate ViewWarButtonGlow Alpha 0	  Linear 0.8 0.2
	Animate ViewWarButtonGlow Alpha 255 Linear 1.0 0.2
	Animate ViewWarButtonGlow BgColor "178 83 22 255" Linear 1.0 1.0

	RunEvent MMenu_UpdateButton_SubtleGlow 5
}

event MMenu_UpdateButton_SubtleGlow
{
	Animate ViewDetailsGlow BgColor "238 103 17 255" Linear 0 0.2
	Animate ViewDetailsGlow BgColor "178 83 22 255" Linear 0.2 1.0

	Animate ViewWarButtonGlow BgColor "238 103 17 255" Linear 0 0.2
	Animate ViewWarButtonGlow BgColor "178 83 22 255" Linear 0.2 1.0

	RunEvent MMenu_UpdateButton_SubtleGlow 5
}

event XPSourceShow_Positive
{
	Animate SourceLabel		Alpha		0				Linear 0 0
	Animate SourceLabelGlow Alpha		0				Linear 0 0

	Animate SourceLabel		Alpha		255				Linear 0.1 0.3
	Animate SourceLabel FgColor		"100 255 100 255"	Linear	0.1 0
	Animate SourceLabel FgColor		CreditsGreen		Linear	0.5 1
	Animate SourceLabel ypos		-25					Deaccel  0 3.0
	Animate SourceLabel Alpha		0					Linear 2.9 0.3

	Animate SourceLabelGlow Alpha		255					Linear	0.0 0.1
	Animate SourceLabelGlow FgColor		"100 255 100 255"	Linear	0.1 0
	Animate SourceLabelGlow FgColor		CreditsGreen		Linear	0.5 1
	Animate SourceLabelGlow Alpha		200					Linear	0.5 1
	Animate SourceLabelGlow ypos		-25					Deaccel  0 3.0
	Animate SourceLabelGlow Alpha		0					Linear 2.9 0.3
}

event XPSourceShow_Negative
{
	Animate SourceLabel		Alpha		0				Linear 0 0
	Animate SourceLabelGlow Alpha		0				Linear 0 0

	Animate SourceLabel	Alpha		255					Linear	0.1 0.3
	Animate SourceLabel FgColor		"255 100 100 255"	Linear	0.1 0
	Animate SourceLabel FgColor		RedSolid			Linear	0.5 1
	Animate SourceLabel Alpha		0					Linear	2.9 0.1
	Animate SourceLabel ypos		-15					Linear 0 0.4

	Animate SourceLabelGlow Alpha		0					Linear	0	0
}

event SurveyShowSequence
{
	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
}

event SurveySubmitSequence
{
	// Show submitting
	SetVisible	QuestionContainer	0	0
	SetVisible	SubmittingContainer	1	0

	// Show thanks
	SetVisible	SubmittingContainer	0	2
	SetVisible	ThanksContainer		1	2

	RunEvent SurveyHideSequence 6
}

event SurveyDelete
{
	FireCommand 0 "delete"
}

event SurveyHideSequence
{
	SetVisible CloseButton 0 0 

	Animate Survey		ypos	130		Deaccel 0 0.3
	Animate Survey		ypos	480		Accel	0.3 0.2
	RunEventChild Survey SurveyDelete 0.6
}

event MapVoted
{
	Animate VotesLabel	ypos	30		Deaccel 0	0.05
	Animate VotesLabel	ypos	40		Deaccel 0.05 0.1
}

event WinningNextMapVote
{
	Animate VotesLabel	FgColor	CreditsGreen Deaccel	0	0.1.5
}

event LosingNextMapVote
{
	Animate VotesLabel	FgColor	TanLight	Deaccel		0	0.1.5
}

//

