//Health Bonus Pulse
event HudHealthBonusPulse
{
	Animate PlayerStatusHealthValue		FgColor		"0 255 127 255"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpec		FgColor		"0 255 127 255"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpecgui		FgColor		"0 255 127 255"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel		FgColor		"0 255 127 255"		Linear 0.0 0.0

	Animate	PlayerStatusHealthBonusImage	Alpha	"255"		Linear 0.0 0.2
	Animate	PlayerStatusHealthBonusImage	Alpha	"0"		Linear 0.2 0.4

	RunEvent HudHealthBonusPulseLoop 0.4
}

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

event HudHealthBonusPulseStop
{
	StopEvent HudHealthBonusPulse 0.0
	StopEvent HudHealthBonusPulseLoop 0.0

	Animate PlayerStatusHealthValue		FgColor		"White"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpec		FgColor		"White"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpecgui		FgColor		"White"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel		FgColor		"White"		Linear 0.0 0.0
}

//Health Dying Pulse
event HudHealthDyingPulse
{
	Animate PlayerStatusHealthValue		FgColor		"255 45 45 255"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpec		FgColor		"255 45 45 255"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpecgui		FgColor		"255 45 45 255"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel		FgColor		"255 45 45 255"		Linear 0.0 0.0

	Animate	PlayerStatusHealthBonusImage	Alpha		"255"		Linear 0.0 0.075
	Animate	PlayerStatusHealthBonusImage	Alpha		"0"		Linear 0.125 0.075

	RunEvent HudHealthDyingPulseLoop 0.25
}

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

event HudHealthDyingPulseStop
{
	StopEvent HudHealthDyingPulse 0.0
	StopEvent HudHealthDyingPulseLoop 0.0

	Animate PlayerStatusHealthValue		FgColor		"White"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpec		FgColor		"White"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueSpecgui		FgColor		"White"		Linear 0.0 0.0
	Animate PlayerStatusHealthValueFreezePanel		FgColor		"White"		Linear 0.0 0.0
}

//Low Ammo Pulse
event HudLowAmmoPulse
{
	Animate AmmoInClip		FgColor		"200 45 45 255"		Linear 0.0 0.075
	Animate AmmoInClip		FgColor		"255 45 45 255"		Linear 0.125 0.075

	Animate AmmoInReserve		FgColor		"200 45 45 255"		Linear 0.0 0.075
	Animate AmmoInReserve		FgColor		"255 45 45 255"		Linear 0.125 0.075

	Animate AmmoNoClip		FgColor		"200 45 45 255"		Linear 0.0 0.075
	Animate AmmoNoClip		FgColor		"255 45 45 255"		Linear 0.125 0.075

	RunEvent HudLowAmmoPulseLoop 0.25
}

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

event HudLowAmmoPulseStop
{
	StopEvent HudLowAmmoPulse 0.0
	StopEvent HudLowAmmoPulseLoop 0.0

	Animate	AmmoInClip		FgColor		"White"		Linear 0.0 0.0
	Animate	AmmoInReserve		FgColor		"0 255 127 255"		Linear 0.0 0.0
	Animate AmmoNoClip		FgColor		"White"		Linear 0.0 0.0
}

event TeamStatus_PlayerDead
{
	SetVisible DeathPanel  1 0
	SetVisible SkullPanel  1 0
	SetVisible respawntime  1 0

	Animate DeathPanel ypos 19 Accel 0 0.0
	Animate SkullPanel ypos 0 Accel 0 0.0
	Animate respawntime ypos 11 Accel 0 0.0
}

event TeamStatus_PlayerAlive
{
	Animate DeathPanel ypos 0 Accel 0 0.0
	Animate SkullPanel ypos 0 Accel 0 0.0
	Animate respawntime ypos 0 Accel 0 0.0
  Animate respawntimeShadow ypos 0 Accel 0 0.0

	SetVisible DeathPanel  0 0.0
	SetVisible SkullPanel  0 0.0
	SetVisible respawntime 0 0.0
}