// sample animation script
//
//
// 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
//
//	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
//
//
// Useful game console commands:
//	cl_Animationinfo <hudelement name> or <panelname> 
//		displays all the animatable variables for the hud element
//


event LevelInit
{
	Animate HudSuitPower Size						"100 26"		Deaccel 	0.0 	0.1
	Animate HudSuitPower Position				"16 396"		Deaccel 	0.0 	0.1
	Animate HudSuitPower BgColor				"0 0 0 0"		Accel 		0.0 	0.1
	Animate HudSuitPower AuxPowerColor	"0 0 0 0"		Accel 		0.0 	0.1
	Animate HudHintKeyDisplay	Position "r258	r340" Deaccel 0.0 1.0
	Animate	HudHintKeyDisplay	"wide"			"0"	Deaccel	0.0	1.0
	SetFont	HudPoisonDamageIndicator		"Default"	"HudNumbers"	0.0
}

event WeaponHighlight		//not used for some reason
{
	StopEvent OpenWeaponSelectionMenu	0.0
	Animate HudWeaponSelection		Blur		"7"			Linear		0.0	0.2
	Animate HudWeaponSelection		Blur		"0"			Deaccel		0.2	1.0 
	RunEvent OpenWeaponSelectionMenuFlash	0.0

	Animate HudWeaponSelection Alpha 		"128"		Linear 0.0 0.1	[$WIN32]
	Animate HudWeaponSelection SelectionAlpha 	"255"		Linear 0.0 0.1
	Animate HudWeaponSelection		SelectedBoxColor	"BrightFg"	Linear	0.0		0.1
	Animate HudWeaponSelection		SelectedBoxColor	"BgColor"		Deaccel	0.1		0.4
	Animate HudWeaponSelection		SelectedFgColor		"255 255 255 255"		Linear	0.0		0.1
	Animate HudWeaponSelection		SelectedFgColor		"FgColor"		Linear	0.1		0.4
	Animate HudWeaponSelection FgColor		"FgColor"	Linear 0.0 0.1
}

event OpenWeaponSelectionMenu
{
	StopEvent CloseWeaponSelectionMenu	0.0
	StopEvent FadeOutWeaponSelectionMenu	0.0

	// make the display visible
	Animate	HudWeaponSelection	Position	"16	16"	Spline	0.0	0.4
	RunEvent OpenWeaponSelectionMenuFlash	0.0
	//Animate HudWeaponSelection TextColor		"BrightFg"	Linear 0.0 0.1
	//Animate HudWeaponSelection TextScan		"1" 		Linear 0.0 0.1
}

event OpenWeaponSelectionMenuFlash
{
Animate HudWeaponSelection Alpha 		"128"		Linear 0.0 0.1	[$WIN32]
	Animate HudWeaponSelection SelectionAlpha 	"255"		Linear 0.0 0.1
	Animate HudWeaponSelection		SelectedBoxColor	"BrightFg"	Linear	0.0		0.1
	Animate HudWeaponSelection		SelectedBoxColor	"BgColor"		Deaccel	0.1		0.4
	Animate HudWeaponSelection		SelectedFgColor		"255 255 255 255"		Linear	0.0		0.1
	Animate HudWeaponSelection		SelectedFgColor		"FgColor"		Linear	0.1		0.4
	Animate HudWeaponSelection FgColor		"FgColor"	Linear 0.0 0.1
}

event CloseWeaponSelectionMenu
{
	// hide the whole thing near immediately
	Animate HudWeaponSelection FgColor		"0 0 0 0"	Linear 0.5 1.0
	//Animate HudWeaponSelection TextColor		"0 0 0 0"	Linear 0.5 1.0
	Animate HudWeaponSelection Alpha		"0" 		Linear 0.5 1.0
	Animate HudWeaponSelection SelectionAlpha 	"0" 		Linear 0.5 1.0
}

event FadeOutWeaponSelectionMenu
{
	// slowly hide the whole thing
	Animate	HudWeaponSelection	Position	"16	8"	Spline	0.5	0.3
	Animate HudWeaponSelection FgColor		"0 0 0 0"	Linear 0.5 0.3
	Animate HudWeaponSelection TextColor		"0 0 0 0"	Linear 0.5 0.3
	Animate HudWeaponSelection Alpha		"0" 		Linear 0.5 0.3
	Animate HudWeaponSelection SelectionAlpha 	"0" 		Linear 0.5 0.3

	Animate HudWeaponSelection WeaponBoxDist1Alpha	"0 0 0 0"	Linear 0.5 1.0
	Animate HudWeaponSelection WeaponBoxDist2Alpha	"0 0 0 0"	Linear 0.5 1.0
	Animate HudWeaponSelection WeaponBoxDist3Alpha	"0 0 0 0"	Linear 0.5 1.0
}

event SuitAuxPowerMax
{
	// hide the suit power
	Animate HudSuitPower BgColor		"0 0 0 0"		Accel 0.0 0.4
	Animate HudSuitPower AuxPowerColor	"0 0 0 0"		Accel 0.0 0.4
	Animate HudCommentary Position	"16 384"	Deaccel	0.4	0.4
	//Animate HudPoisonDamageIndicator Position	"16 384"	Deaccel	0.4	0.4
	StopEvent	SuitAuxPowerPulse	0.0
	StopEvent	SuitAuxPowerLoop	0.0
}

event SuitAuxPowerNotMax
{
	// show suit power
	Animate	HudSuitPower		Blur		"1"			Linear	0.0		0.1
	Animate	HudSuitPower		BgColor		"BrightFg"			Linear	0.0		0.1
	Animate	HudSuitPower		FgColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		TextColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		AuxPowerColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		Blur		"0"			Deaccel	0.1		1.0
	Animate	HudSuitPower		BgColor		"BgColor"			Deaccel	0.1		1.0
	Animate	HudSuitPower		FgColor		"FgColor"			Deaccel	0.1		1.0
	Animate	HudSuitPower		TextColor		"TextColor"		Deaccel	0.1		1.0
	Animate	HudSuitPower		AuxPowerColor	"255 220 0 220"		Deaccel	0.1		1.0
}

event SuitAuxPowerDecreasedBelow25
{
	// make color red
	StopEvent	SuitAuxPowerIncreasedAbove25	0.0
	
	Animate HudSuitPower AuxPowerColor	"255 0 0 220"		Linear 0.0 0.4
	Animate HudSuitPower		BgColor	"100 0 0 80"		Linear	0.0		0.1
	Animate HudSuitPower		BgColor	"BgColor"		Deaccel	0.1		0.8
	Animate HudSuitPower		Blur		"5"			Linear	0.0		0.1
	Animate HudSuitPower		Blur		"2"			Deaccel	0.1		0.8
	RunEvent SuitAuxPowerPulse	1.0
}

event SuitAuxPowerPulse
{
	Animate HudSuitPower		Blur		"5"			Linear	0.0		0.1
	Animate HudSuitPower		Blur		"2"			Deaccel	0.1		0.8
	Animate HudSuitPower		AuxPowerColor	"BrightDamagedFg"	Linear	0.0		0.1
	Animate HudSuitPower		AuxPowerColor	"DamagedFg"		Deaccel	0.1		0.8
	Animate HudSuitPower		BgColor	"DamagedFg"		Linear	0.0		0.1
	Animate HudSuitPower		BgColor	"BgColor"		Deaccel	0.1		0.8

	RunEvent SuitAuxPowerLoop	0.8
}

event SuitAuxPowerLoop
{
	RunEvent SuitAuxPowerPulse 0.0
}

event SuitAuxPowerIncreasedAbove25
{
	StopEvent	SuitAuxPowerPulse	0.0
	StopEvent	SuitAuxPowerLoop	0.0
	StopEvent	SuitAuxPowerDecreasedBelow25	0.0	
	// make colr bright
	Animate	HudSuitPower		AuxPowerColor	"AuxPowerColor"		Deaccel 	0.0 		0.4
	Animate	HudSuitPower		BgColor				"BgColor"					Deaccel	0.0		0.4
}

event SuitAuxPowerNoItemsActive
{
	// resize the aux power to be the smallest size
	Animate HudSuitPower Size			"140 26"			Deaccel 	0.0 	0.4	[$WIN32]
	Animate HudSuitPower Position	"16 396"			Deaccel 	0.0 	0.4	[$WIN32]
	Animate HudCommentary Position	"16 354"			Deaccel 	0.0 	0.4	[$WIN32]
	//Animate HudPoisonDamageIndicator Position	"16 354"			Deaccel 	0.0 	0.4	[$WIN32]
}

event SuitAuxPowerOneItemActive
{
	StopEvent	SuitAuxPowerNotMax	0.0
	StopEvent	SuitAuxPowerMax	0.0
	// resize the aux power to fit one item
	Animate HudSuitPower Size			"140 36"			Deaccel 0.0 0.4	[$WIN32]
	Animate HudSuitPower Position		"16 386"			Deaccel 0.0 0.4	[$WIN32]
	Animate HudCommentary Position	"16 344"			Deaccel 	0.0 	0.4	[$WIN32]
	//Animate HudPoisonDamageIndicator Position	"16 344"			Deaccel 	0.0 	0.4	[$WIN32]
	Animate	HudSuitPower		Blur		"1"			Linear	0.0		0.1
	Animate	HudSuitPower		BgColor		"BrightFg"			Linear	0.0		0.1
	Animate	HudSuitPower		FgColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		TextColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		AuxPowerColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		Blur		"0"			Deaccel	0.1		1.0
	Animate	HudSuitPower		BgColor		"BgColor"			Deaccel	0.1		1.0
	Animate	HudSuitPower		FgColor		"FgColor"			Deaccel	0.1		1.0
	Animate	HudSuitPower		TextColor		"TextColor"		Deaccel	0.1		1.0
	Animate	HudSuitPower		AuxPowerColor	"AuxPowerColor"		Deaccel	0.1		1.0
}

event SuitAuxPowerTwoItemsActive
{
	// resize the aux power to fit two items
	Animate HudSuitPower Size			"140 46"			Deaccel 0.0 0.4	[$WIN32]
	Animate HudSuitPower Position		"16 376"			Deaccel 0.0 0.4	[$WIN32]
	Animate HudCommentary Position	"16 334"			Deaccel 	0.0 	0.4	[$WIN32]
	Animate	HudSuitPower		Blur		"1"			Linear	0.0		0.1
	Animate	HudSuitPower		BgColor		"BrightFg"			Linear	0.0		0.1
	Animate	HudSuitPower		FgColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		TextColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		AuxPowerColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		Blur		"0"			Deaccel	0.1		1.0
	Animate	HudSuitPower		BgColor		"BgColor"			Deaccel	0.1		1.0
	Animate	HudSuitPower		FgColor		"FgColor"			Deaccel	0.1		1.0
	Animate	HudSuitPower		TextColor		"TextColor"		Deaccel	0.1		1.0
	Animate	HudSuitPower		AuxPowerColor	"AuxPowerColor"		Deaccel	0.1		1.0
}

event SuitAuxPowerThreeItemsActive
{
	// resize the aux power to fit three items
	Animate HudSuitPower Size			"140 56"			Deaccel 0.0 0.4	[$WIN32]
	Animate HudSuitPower Position		"16 366"			Deaccel 0.0 0.4	[$WIN32]
	Animate HudCommentary Position	"16 324"			Deaccel 	0.0 	0.4	[$WIN32]
	Animate	HudSuitPower		Blur		"1"			Linear	0.0		0.1
	Animate	HudSuitPower		BgColor		"BrightFg"			Linear	0.0		0.1
	Animate	HudSuitPower		FgColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		TextColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		AuxPowerColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuitPower		Blur		"0"			Deaccel	0.1		1.0
	Animate	HudSuitPower		BgColor		"BgColor"			Deaccel	0.1		1.0
	Animate	HudSuitPower		FgColor		"FgColor"			Deaccel	0.1		1.0
	Animate	HudSuitPower		TextColor		"TextColor"		Deaccel	0.1		1.0
	Animate	HudSuitPower		AuxPowerColor	"AuxPowerColor"		Deaccel	0.1		1.0
}

event SuitFlashlightOn
{
	Animate	HudWeapon	Alpha		"255"		Linear	0.0	0.0
	Animate	HudWeapon	Position	"300 300"	Linear	0.0	0.0
}

event SuitFlashlightOff
{
	StopEvent SuitFlashlightOn	0.0
	
}

event HudTakeDamageFront
{
	RunEvent	HealthDamageTaken	0.02
	StopEvent	HealthIncreasedAbove20	0.01
	Animate HudSuitPower FgColor		"255 220 0 255"	Linear 		0.0 0.1
	Animate HudSuitPower FgColor		"255 220 0 160"	Deaccel 	0.1 0.75
	Animate HudSuitPower BgColor		"BgColor"				Linear 		0.0 0.75
}

event HudTakeDamageLeft
{
	RunEvent	HealthDamageTaken	0.02
	StopEvent	HealthIncreasedAbove20	0.01
	Animate HudDamageIndicator DmgColorLeft		"255 88 0 200"	Linear 0.0 0.0
	Animate HudDamageIndicator DmgColorLeft		"255 0 0 200"	Linear 0.0 0.3
	Animate HudDamageIndicator DmgColorLeft		"255 0 0 0"	Deaccel 0.3 0.5
}

event HudTakeDamageRight
{
	RunEvent	HealthDamageTaken	0.02
	StopEvent	HealthIncreasedAbove20	0.01
	Animate HudDamageIndicator DmgColorRight		"255 88 0 200"	Linear 0.0 0.0
	Animate HudDamageIndicator DmgColorRight		"255 0 0 200"	Linear 0.0 0.3
	Animate HudDamageIndicator DmgColorRight		"255 0 0 0"	Deaccel 0.3 0.5
}

event HudTakeDamageBehind
{
	RunEvent	HealthDamageTaken	0.02
	StopEvent	HealthIncreasedAbove20	0.01
	RunEvent HudTakeDamageLeft	0.0
	RunEvent HudTakeDamageRight	0.0
}

event HudTakeDamageHighLeft
{
	RunEvent	HealthDamageTaken	0.02
	StopEvent	HealthIncreasedAbove20	0.01
	Animate HudDamageIndicator DmgHighColorLeft	"255 88 0 255"	Linear 0.0 0.0
	Animate HudDamageIndicator DmgHighColorLeft	"255 0 0 200"	Linear 0.0 0.4
	Animate HudDamageIndicator DmgHighColorLeft	"255 0 0 0"	Deaccel 0.4 2.4
}

event HudTakeDamageHighRight
{
	RunEvent	HealthDamageTaken	0.02
	StopEvent	HealthIncreasedAbove20	0.01
	Animate HudDamageIndicator DmgHighColorRight	"255 88 0 255"	Linear 0.0 0.0
	Animate HudDamageIndicator DmgHighColorRight	"255 0 0 200"	Linear 0.0 0.4
	Animate HudDamageIndicator DmgHighColorRight	"255 0 0 0"	Deaccel	0.4 2.4
}

event HudTakeDamageHigh
{
	RunEvent	HealthDamageTaken	0.02
	StopEvent	HealthIncreasedAbove20	0.01
	Animate HudDamageIndicator DmgFullscreenColor	"255 88 0 200"	Linear 0.0 0.0
	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 200"	Linear 0.0 0.4
	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 0"	Deaccel 0.4 2.4
}

event HudTakeDamageDrown
{
	StopEvent	HudTakeDamagePoison			0.0
	StopEvent	HudTakeDamageBurn				0.0
	StopEvent	HudTakeDamageRadiation		0.0
	StopEvent	HudTakeDamageAcid				0.0
	StopEvent	HudTakeDamageShock			0.0
	StopEvent	HudTakeDamageBlast				0.0
	StopEvent	HudTakeDamageBlastSurface	0.0
	StopEvent	HudTakeDamageEnergy			0.0
	RunEvent	HealthDamageTaken	0.0
	RunEvent HudTakeDamageBehind 0.0
	RunEvent	PoisonDamageTaken	0.0
	SetTexture	HudCommentary	icon_texture	"vgui/hud/icon_oxygen"	0.0
	RunEvent	PoisonDamageCured	2.0
}

event HudTakeDamagePoison
{
	RunEvent	HealthDamageTaken	0.0
	StopEvent	HudTakeDamageBurn				0.0
	StopEvent	HudTakeDamageDrown			0.0
	StopEvent	HudTakeDamageRadiation		0.0
	StopEvent	HudTakeDamageAcid				0.0
	StopEvent	HudTakeDamageShock			0.0
	StopEvent	HudTakeDamageBlast				0.0
	StopEvent	HudTakeDamageEnergy			0.0
	Animate HudDamageIndicator DmgFullscreenColor	"255 236 128 240"	Linear 0.0 0.0
	Animate HudDamageIndicator DmgFullscreenColor	"255 236 128 0"		Deaccel 0.4 0.8
	SetTexture	HudCommentary	icon_texture	"vgui/hud/icon_poison"	0.0
}

event HudTakeDamageBurn
{
	RunEvent	HealthDamageTaken	0.0
	RunEvent	PoisonDamageTaken	0.0
	StopEvent	HudTakeDamagePoison			0.0
	StopEvent	HudTakeDamageDrown			0.0
	StopEvent	HudTakeDamageRadiation		0.0
	StopEvent	HudTakeDamageAcid				0.0
	StopEvent	HudTakeDamageShock			0.0
	StopEvent	HudTakeDamageBlast				0.0
	StopEvent	HudTakeDamageEnergy			0.0
	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 200"	Linear 0.0 0.0
	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 0"	Deaccel 0.2 0.4
	SetTexture	HudCommentary	icon_texture	"vgui/hud/icon_heat"	0.0
	RunEvent	PoisonDamageCured	2.0
}

event HudTakeDamageRadiation
{
	RunEvent	HealthDamageTaken	0.0
	RunEvent	PoisonDamageTaken	0.0
	StopEvent	HudTakeDamagePoison			0.0
	StopEvent	HudTakeDamageBurn				0.0
	StopEvent	HudTakeDamageDrown			0.0
	StopEvent	HudTakeDamageAcid				0.0
	StopEvent	HudTakeDamageShock			0.0
	StopEvent	HudTakeDamageBlast				0.0
	StopEvent	HudTakeDamageEnergy			0.0
	Animate HudDamageIndicator DmgFullscreenColor	"255 255 255 128"	Deaccel 0.0 0.1
	Animate HudDamageIndicator DmgFullscreenColor	"255 255 255 0"		Deaccel 0.1 0.4
	RunEvent HudTakeDamageBehind 0.0
	SetTexture	HudCommentary	icon_texture	"vgui/hud/icon_radiation"	0.0
	RunEvent	PoisonDamageCured	2.0
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//																																																								 //
//	START OF EXPERIMENTAL DAMAGE TYPES																																					 //
//																																																								 //
//	The following damage types exist in Half-Life 2's code (specifically "takedamageinfo.cpp"), but are not linked to an animation event like Drown,	 //
//	Burn, Poison, and Radiation. As such, the code below is virtually pointless, but I'm putting it here in the case a breakthrough happens later		 //
//	where I can add my own animation events. The unusable damage types I want to implement are:																		 //
//																																																								 //
//	DMG_SHOCK							// electric shock													(like the fence in Ravenholm with the burnt guy)						 //
//	DMG_ACID								// toxic chemicals or acid burns							(possibly try and get this for the EP2 antlion worker spit?)		 //
//	DMG_ENERGYBEAM				// laser or other high energy beam						(stalker eye laser damage, or AR2 altfire maybe?)					 //
//	DMG_BLAST							// explosive blast damage										(pretty darn obvious when this message would display)			 //
//																																																								 //
//	I'm making the HUD message .vtfs in advance too, so nothing will need to be changed in the HUD mod itself if the source code can be				 //
//	modified at a later date.																																														 //
//																																																								 //
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

event HudTakeDamageShock										//DMG_SHOCK
{
	RunEvent	HealthDamageTaken				0.0
	RunEvent	PoisonDamageTaken				0.0
	StopEvent	HudTakeDamagePoison			0.0
	StopEvent	HudTakeDamageBurn				0.0
	StopEvent	HudTakeDamageDrown			0.0
	StopEvent	HudTakeDamageRadiation		0.0
	StopEvent	HudTakeDamageAcid				0.0
	StopEvent	HudTakeDamageBlast				0.0
	StopEvent	HudTakeDamageEnergy			0.0
	Animate HudDamageIndicator DmgFullscreenColor	"255 255 255 128"	Deaccel 0.0 0.1
	Animate HudDamageIndicator DmgFullscreenColor	"255 255 255 0"		Deaccel 0.1 0.4
	RunEvent HudTakeDamageBehind 0.0
	SetTexture	HudCommentary	icon_texture	"vgui/hud/icon_shock"	0.0
	RunEvent	PoisonDamageCured	2.0
}

event HudTakeDamageAcid										//DMG_ACID
{
	RunEvent	HealthDamageTaken				0.0
	RunEvent	PoisonDamageTaken				0.0
	StopEvent	HudTakeDamagePoison			0.0
	StopEvent	HudTakeDamageBurn				0.0
	StopEvent	HudTakeDamageDrown			0.0
	StopEvent	HudTakeDamageRadiation		0.0
	StopEvent	HudTakeDamageShock			0.0
	StopEvent	HudTakeDamageBlast				0.0
	StopEvent	HudTakeDamageEnergy			0.0
	Animate HudDamageIndicator DmgFullscreenColor	"255 236 128 240"	Deaccel 0.0 0.1
	Animate HudDamageIndicator DmgFullscreenColor	"255 255 255 0"		Deaccel 0.1 0.4
	RunEvent HudTakeDamageBehind 0.0
	SetTexture	HudCommentary	icon_texture	"vgui/hud/icon_acid"	0.0
	RunEvent	PoisonDamageCured	2.0
}

event HudTakeDamageEnergy										//DMG_ENERGYBEAM
{
	RunEvent	HealthDamageTaken				0.0
	RunEvent	PoisonDamageTaken				0.0
	StopEvent	HudTakeDamagePoison			0.0
	StopEvent	HudTakeDamageBurn				0.0
	StopEvent	HudTakeDamageDrown			0.0
	StopEvent	HudTakeDamageRadiation		0.0
	StopEvent	HudTakeDamageAcid				0.0
	StopEvent	HudTakeDamageShock			0.0
	StopEvent	HudTakeDamageBlast				0.0
	Animate HudDamageIndicator DmgFullscreenColor	"255 255 255 128"	Deaccel 0.0 0.1
	Animate HudDamageIndicator DmgFullscreenColor	"255 255 255 0"		Deaccel 0.1 0.4
	RunEvent HudTakeDamageBehind 0.0
	SetTexture	HudCommentary	icon_texture	"vgui/hud/icon_energy"	0.0
	RunEvent	PoisonDamageCured	2.0
}

event HudTakeDamageBlast										//DMG_BLAST
{
	RunEvent	HealthDamageTaken				0.0
	RunEvent	PoisonDamageTaken				0.0
	StopEvent	HudTakeDamagePoison			0.0
	StopEvent	HudTakeDamageBurn				0.0
	StopEvent	HudTakeDamageDrown			0.0
	StopEvent	HudTakeDamageRadiation		0.0
	StopEvent	HudTakeDamageAcid				0.0
	StopEvent	HudTakeDamageShock			0.0
	StopEvent	HudTakeDamageEnergy			0.0
	RunEvent HudTakeDamageBehind 0.0
	SetTexture	HudCommentary	icon_texture	"vgui/hud/icon_blast"	0.0
	RunEvent	PoisonDamageCured	2.0
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//																																																								 //
//	END OF EXPERIMENTAL DAMAGE TYPES																																						 //
//																																																								 //
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

event HudPlayerDeath
{
	StopEvent	HealthLoop	0.0
	StopEvent	HealthPulse 	0.0
	StopEvent	SuitLoop		0.0
	StopEvent	SuitPulse		0.0
	StopEvent	PoisonLoop	0.0
	StopEvent	PoisonPulse	0.0

	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 96"		Deaccel 0.1 0.2
	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 255"		Deaccel 0.3 4.0
	Animate HudCommentary	Alpha	"0"	Deaccel	0.0	0.0
}

event HealthIncreasedAbove20
{
	StopEvent	HealthLoop  0.0
	StopEvent	HealthPulse 0.0
	StopEvent	HealthLow   0.0
	StopEvent	HealthDamageTaken	0.0
	StopEvent	HealthIncreasedBelow20	0.0
	//StopEvent	HealthIncreasedAbove20	2.5

	Animate	HudHealth		Blur		"1"			Linear	0.01		0.1
	Animate	HudHealth		BgColor		"50 255 50 100"			Linear		0.0		0.1
	Animate	HudHealth		BgColor		"DarkFg"						Linear		0.4		0.1
	Animate	HudHealth		FgColor		"255 255 255 255"		Linear		0.0		0.1
	Animate	HudHealth		FgColor		"255 255 255 255"		Linear		0.4		0.1
	Animate	HudHealth		Blur		"0"			Deaccel	0.11		0.3
	Animate	HudHealth		Blur		"1"			Linear	0.41		0.1
	Animate	HudHealth		Blur		"0"			Deaccel	0.51		1.99
	Animate	HudHealth		BgColor		"BgColor"						Deaccel	0.1		0.3
	Animate	HudHealth		BgColor		"BgColor"						Deaccel	0.5		2.0
	Animate	HudHealth		FgColor		"255 255 120 255"						Deaccel	0.1		0.3
	Animate	HudHealth		FgColor		"FgColor"						Deaccel	0.5		2.0
	RunEvent SuitComprimisedFade	0.0
}

event HealthIncreasedBelow20
{
	StopEvent	HealthIncreasedAbove20	0.0
	Animate	HudHealth		Blur		"1"			Linear	0.01		0.1
	//Animate	HudHealth		BgColor		"50 255 50 100"			Linear		0.0		0.1
	Animate	HudHealth		BgColor		"DarkFg"						Linear		0.4		0.1
	Animate	HudHealth		FgColor		"255 255 255 255"		Linear		0.0		0.1
	Animate	HudHealth		FgColor		"255 255 255 255"		Linear		0.4		0.1
	Animate	HudHealth		Blur		"0"			Deaccel	0.11		0.3
	Animate	HudHealth		Blur		"1"			Linear	0.41		0.1
	Animate	HudHealth		Blur		"0"			Deaccel	0.51		1.99
	Animate	HudHealth		BgColor		"BgColor"						Deaccel	0.1		0.3
	Animate	HudHealth		BgColor		"BgColor"						Deaccel	0.5		2.0
	Animate	HudHealth		FgColor		"255 255 120 255"						Deaccel	0.1		0.3
	Animate	HudHealth		FgColor		"FgColor"						Deaccel	0.5		2.0
	RunEvent SuitComprimisedFade	0.0
}

event SuitComprimisedFade
{
	Animate 	HudPoisonDamageIndicator 	Alpha			"0" 								Linear 		0.0		0.1
	Animate 	HudPoisonDamageIndicator 	Alpha			"255" 							Linear 		0.5		2.0
}

event SuitPowerIncreasedAbove20
{
	StopEvent	SuitLoop 0.0
	StopEvent	SuitPulse 0.0
	StopEvent	SuitComprimisedFade 0.0
	StopEvent	SuitPowerZero	0.0
	StopEvent	SuitPowerIncreasedBelow20	0.0
	StopEvent	SuitDamageTaken	0.0
	Animate HudPoisonDamageIndicator	Alpha	"0"	Linear	0.0	0.1
	
	Animate	HudSuit 		Alpha			"255"						Linear 		0.4 		0.8
	Animate	HudHealth	Size				"48 42"						Spline	0.0		0.8
	Animate	HudSuit		Size				"48 42"						Spline	0.0		0.8
	Animate	HudSuit		Position				"68	426"						Spline	0.0		0.8
	Animate	HudPoisonDamageIndicator	Size		"0 42"						Spline	0.0		0.8
	Animate 	HudPoisonDamageIndicator Alpha		"0" 							Linear 		0.0		0.1
	
	Animate	HudSuit		Blur		"1"			Linear	0.01		0.1
	Animate	HudSuit		BgColor		"0 204 255 100"			Linear		0.0		0.1
	Animate	HudSuit		BgColor		"DarkFg"						Linear		0.4		0.1
	Animate	HudSuit		FgColor		"255 255 255 255"		Linear		0.0		0.1
	Animate	HudSuit		FgColor		"255 255 255 255"		Linear		0.4		0.1
	Animate	HudSuit		Blur		"0"			Deaccel	0.11		0.3
	Animate	HudSuit		Blur		"1"			Linear	0.41		0.1
	Animate	HudSuit		Blur		"0"			Deaccel	0.51		1.99
	Animate	HudSuit		BgColor		"BgColor"						Deaccel	0.1		0.3
	Animate	HudSuit		BgColor		"BgColor"						Deaccel	0.5		2.0
	Animate	HudSuit		FgColor		"255 255 120 255"						Deaccel	0.1		0.3
	Animate	HudSuit		FgColor		"FgColor"						Deaccel	0.5		2.0
}


event SuitPowerIncreasedBelow20
{
	//StopEvent	SuitLoop 0.0
	RunEvent	SuitPulse 0.0
	StopEvent	SuitPowerIncreasedAbove20	0.0
	Animate	HudSuit		BgColor		"BgColor"			Linear		0.0		0.0
	StopEvent	SuitComprimisedFade 0.0
	StopEvent	SuitPowerZero	0.0
	StopEvent	SuitDamageTaken	0.0
	Animate HudPoisonDamageIndicator	Alpha	"0"	Linear	0.0	0.1
	
	Animate	HudSuit									Alpha			"255"				Linear 		0.0 		0.1
	Animate	HudHealth								Size				"48 42"				Deaccel	0.0		0.8
	Animate	HudSuit									Size				"48 42"				Spline		0.0		0.0
	Animate	HudSuit									Position		"68	426"			Spline		0.0		0.0
	Animate	HudPoisonDamageIndicator		Size				"0 42"				Spline		0.0		0.1
	Animate 	HudPoisonDamageIndicator		Alpha			"0" 					Linear 		0.0		0.1
	
	Animate	HudSuit		Blur				"1"							Linear		0.0		0.1
	Animate	HudSuit		BgColor		"DamagedBg"			Linear		0.0		0.1
	//Animate	HudSuit		BgColor		"BrightFg"					Linear		0.4		0.1
	Animate	HudSuit		FgColor		"BrightFg"					Linear		0.0		0.1
	Animate	HudSuit		Blur				"0"							Deaccel	0.1		2.0
	Animate	HudSuit		BgColor		"BgColor"					Deaccel	0.1		0.3
	//Animate	HudSuit		BgColor		"BgColor"					Deaccel	0.5		2.0
	Animate	HudSuit		FgColor		"DamagedFg"			Deaccel	0.1		2.0
}

event SuitPowerZero
{
	StopEvent	SuitLoop 0.0
	StopEvent	SuitPulse 0.0
	StopEvent	SuitArmorLow 0.0
	StopEvent	SuitDamageTaken 0.0

	Animate	HudSuit Alpha		"0"			Linear 0.0 0.5
	
	Animate	HudSuit		BgColor		"BgColor"		Deaccel	0.0		0.4
	Animate	HudSuit		FgColor		"FgColor"		Deaccel	0.0		0.4
	
	Animate	HudSuit		Size				"0 42"			Spline	0.0		0.8
	Animate	HudSuit		Position		"116 426"			Spline	0.0		0.8
	Animate	HudHealth	Size				"100 42"		Spline	0.0		0.8
	Animate	HudPoisonDamageIndicator	Size				"100 42"						Spline	0.0		0.8
	Animate 	HudPoisonDamageIndicator Alpha		"255" 			Spline 	0.8		0.5
	RunEvent	SuitComprimisedLoop	0.8
}

event	SuitComprimisedPulse
{
	Animate HudPoisonDamageIndicator		BgColor	"204 102 0 1"		Linear	0.0		0.1
	Animate HudPoisonDamageIndicator		BgColor	"BgColor"		Deaccel	0.1		2.0

	RunEvent SuitComprimisedLoop	5
}

// call to loop SuitComprimisedLoop
event SuitComprimisedLoop
{
	RunEvent SuitComprimisedPulse 0.0
}

event TestMovement
{
	Animate HudHealth	Position	"256 120"	Linear	0.0		2.0
	Animate HudHealth	Size		"128 24"	Linear	0.0		1.5
}

event HealthDamageTaken
{
	StopEvent	HealthIncreasedAbove20	0.01
	StopEvent	HealthIncreasedBelow20	0.01

	Animate	HudHealth		BgColor		"BgColor"			Linear	0.01		0.1
	Animate	HudHealth		Blur		"3"			Linear	0.01		0.1
	Animate	HudHealth		BgColor		"255 0 0 255"			Linear	0.01		0.1
	Animate	HudHealth		FgColor		"255 255 255 255"			Linear	0.01		0.1
	Animate	HudHealth		Blur		"0"			Deaccel	0.11		1.0
	Animate	HudHealth		BgColor		"BgColor"			Deaccel	0.11		1.0
	Animate	HudHealth		FgColor		"FgColor"			Deaccel	0.11		1.0
}

event SuitDamageTaken
{
	StopEvent	HealthIncreasedAbove20			0.0
	StopEvent	HealthIncreasedBelow20			0.0
	StopEvent	SuitComprimisedFade 				0.0
	StopEvent	SuitPowerIncreasedAbove20	0.0
	StopEvent	SuitPowerIncreasedBelow20	0.0
	StopEvent	Suit	0.0
	
	Animate	HudSuit 		Alpha			"255"						Linear 		0.0 		0.1
	Animate	HudHealth	Size				"48 42"						Deaccel	0.0		0.4
	Animate	HudPoisonDamageIndicator	Size		"0 42"						Deaccel	0.0		0.4
	Animate 	HudPoisonDamageIndicator Alpha		"0" 							Linear 		0.0		0.1
	
	Animate	HudSuit		Blur		"3"			Linear	0.0		0.1
	Animate	HudSuit		BgColor		"255 0 0 255"			Linear	0.0		0.1
	Animate	HudSuit		FgColor		"255 255 255 255"			Linear	0.0		0.1
	Animate	HudSuit		Blur		"0"			Deaccel	0.1		1.0
	Animate	HudSuit		BgColor		"BgColor"			Deaccel	0.1		1.0
	Animate	HudSuit		FgColor		"FgColor"			Deaccel	0.1		1.0
}

// health has been damaged to below 20%
event HealthLow
{
	//StopEvent HealthDamageTaken	0.0
	StopEvent HealthPulse	0.0
	StopEvent HealthLoop	0.0	
	
	Animate HudHealth	BgColor		"DamagedBg"		Linear	0.0		0.1
	Animate HudHealth	BgColor		"BgColor"		Deaccel	0.1		1.75
	
	Animate HudHealth	FgColor		"BrightFg"	Linear	0.0		0.2
	Animate HudHealth	FgColor		"DamagedFg"		Linear	0.2		1.2
	
	Animate HudHealth TextColor		"BrightFg"	Linear	0.0		0.1
	Animate HudHealth	TextColor		"DamagedFg"		Linear	0.1		1.2
	
	Animate HudHealth		Blur		"2"			Linear	0.0		0.1
	Animate HudHealth		Blur		"0"			Deaccel	0.1		0.9

	RunEvent HealthPulse	1.0
}

event HealthPulse
{
	Animate HudHealth		Blur		"2"			Linear	0.0		0.1
	Animate HudHealth		Blur		"0"			Deaccel	0.1		0.8
	Animate HudHealth		FgColor	"BrightDamagedFg"	Linear	0.0		0.1
	Animate HudHealth		FgColor	"DamagedFg"		Deaccel	0.1		0.8
	Animate HudHealth		BgColor	"100 0 0 80"		Linear	0.0		0.1
	Animate HudHealth		BgColor	"BgColor"		Deaccel	0.1		0.8

	RunEvent HealthLoop	0.8
}

// call to loop HealthPulse
event HealthLoop
{
	RunEvent HealthPulse 0.0
}


// suit armor has been damaged to below 20%
event SuitArmorLow
{
	//StopEvent SuitDamageTaken 0.0
	StopEvent SuitPulse	0.0
	StopEvent SuitLoop	0.0
	
	StopEvent	SuitComprimisedFade 0.0
	Animate HudPoisonDamageIndicator	Alpha	"0"	Linear	0.0	0.1
	Animate HudSuit	BgColor		"DamagedBg"		Linear	0.0		0.1
	Animate HudSuit	BgColor		"BgColor"		Deaccel	0.1		1.75
	
	Animate HudSuit		FgColor	"BrightFg"	Linear	0.0		0.25
	Animate HudSuit		FgColor	"FgColor"		Linear	0.3		0.75
	
	Animate HudSuit		Blur		"2"			Linear	0.0		0.1
	Animate HudSuit		Blur		"0"			Deaccel	0.1		2.0
	
	Animate HudSuit		TextColor	"BrightFg"	Linear	0.0		0.1
	Animate HudSuit		TextColor	"FgColor"		Deaccel	0.1		1.2
	
	RunEvent SuitPulse	1.0
}

event SuitPulse
{
	StopEvent	SuitComprimisedFade 0.0
	Animate HudPoisonDamageIndicator	Alpha	"0"	Linear	0.0	0.1
	Animate HudSuit		Blur		"2"			Linear	0.0		0.1
	Animate HudSuit		Blur		"0"			Deaccel	0.1		0.8
	Animate HudSuit		FgColor	"BrightDamagedFg"	Linear	0.0		0.1
	Animate HudSuit		FgColor	"DamagedFg"		Deaccel	0.1		0.8
	Animate HudSuit		BgColor	"100 0 0 80"	Linear	0.0		0.1
	Animate HudSuit		BgColor	"BgColor"		Deaccel	0.1		0.8
	RunEvent SuitLoop	0.8
}

event SuitLoop
{
//	this event no longer gets called
	RunEvent SuitPulse 0.0
}

// ammo has been picked up
event AmmoIncreased
{
	StopEvent	AmmoPulse	0.0
	StopEvent	AmmoLoop	0.0
	Animate	HudAmmo							Blur					"1"							Linear		0.0		0.1
	Animate	HudAmmo							BgColor			"BrightFg"					Linear		0.0		0.1
	Animate	HudAmmo							FgColor			"255 255 255 255"	Linear		0.0		0.1
	Animate	HudAmmo							Blur					"0"							Deaccel	0.1		2.0
	Animate	HudAmmo							BgColor			"BgColor"					Deaccel	0.1		2.0
	Animate	HudAmmo							FgColor			"FgColor"					Deaccel	0.1		2.0
}

// ammo has been decreased, but there is still some remaining
event AmmoDecreased
{
	StopEvent 	AmmoIncreased	0.0
	StopEvent	Ammo2Increased	0.0
	StopEvent	AmmoPulse	0.0
	StopEvent	AmmoLoop	0.0
	
	Animate HudAmmo		Blur		"7"			Linear	0.0	0.0
	Animate HudAmmo		Blur		"0"			Deaccel	0.1	1.5
	
	Animate HudAmmo		FgColor	"BrightFg"		Linear	0.0	0.1
	Animate HudAmmo		BgColor	"BgColor"		Deaccel	0.0		0.1
	Animate HudAmmo		FgColor	"FgColor"		Deaccel	0.1	0.75
	Animate HudAmmo		BgColor	"BgColor"		Deaccel	0.1		0.8
}

// primary ammo is zero
event AmmoEmpty
{
	Animate HudAmmo	FgColor		"BrightDamagedFg"	Linear	0.0	0.2
	Animate HudAmmo	FgColor		"DamagedFg"		Accel		0.2	1.2
	RunEvent	AmmoPulse 1.0
}
event AmmoPulse
{
	Animate HudAmmo		Blur		"5"			Linear	0.0		0.1
	Animate HudAmmo		Blur		"2"			Deaccel	0.1		0.8
	Animate HudAmmo		FgColor	"BrightDamagedFg"	Linear	0.0		0.1
	Animate HudAmmo		FgColor	"DamagedFg"		Deaccel	0.1		0.8
	Animate HudAmmo		BgColor	"100 0 0 80"		Linear	0.0		0.1
	Animate HudAmmo		BgColor	"BgColor"		Deaccel	0.1		0.8

	RunEvent AmmoLoop	0.8
}

event AmmoLoop
{
	RunEvent AmmoPulse 0.0
}


// ammo2 is the total ammo for a weapon that uses clip ammo
event Ammo2Increased
{
	StopEvent	Ammo2Pulse	0.0
	StopEvent	Ammo2Loop		0.0
	StopEvent	AmmoPulse		0.0
	StopEvent	AmmoLoop		0.0
	//Animate HudAmmo	ammo2color		"BrightFg"		Linear	0.0	0.2
	//Animate HudAmmo	ammo2color		"FgColor"		Accel		0.2	1.2
	//Animate HudAmmo		BgColor	"BgColor"		Deaccel	0.1		0.8	
	Animate	HudAmmo							Blur					"1"							Linear		0.0		0.1
	Animate	HudAmmo							BgColor			"BrightFg"					Linear		0.0		0.1
	Animate	HudAmmo							FgColor			"255 255 255 255"	Linear		0.0		0.1
	Animate	HudAmmo							Blur					"0"							Deaccel	0.1		2.0
	Animate	HudAmmo							BgColor			"BgColor"					Deaccel	0.1		2.0
	Animate	HudAmmo							FgColor			"FgColor"					Deaccel	0.1		2.0
}

// total ammo has been decreased, but there is still some remaining
event Ammo2Decreased
{
	StopEvent	Ammo2Pulse	0.0
	StopEvent	Ammo2Loop		0.0
	Animate HudAmmo	ammo2color		"BrightFg"		Linear	0.0	0.2
	Animate HudAmmo	ammo2color		"FgColor"		Accel		0.2	1.2
	//Animate HudAmmo		BgColor	"BgColor"		Deaccel	0.1		0.8	
}

// total ammo is zero
event Ammo2Empty
{
	Animate HudAmmo	ammo2color		"BrightDamagedFg"	Linear	0.0	0.2
	Animate HudAmmo	ammo2color		"DamagedFg"		Accel		0.2	1.2
	//RunEvent	Ammo2Pulse 1.0
}

event Ammo2Pulse
{
	Animate HudAmmo		Blur		"1"			Linear	0.0		0.1
	Animate HudAmmo		Blur		"0"			Deaccel	0.1		0.8
	Animate HudAmmo		ammo2color	"BrightDamagedFg"	Linear	0.0		0.1
	Animate HudAmmo		ammo2color	"DamagedFg"		Deaccel	0.1		0.8
	Animate HudAmmo		BgColor	"100 0 0 80"		Linear	0.0		0.1
	Animate HudAmmo		BgColor	"BgColor"		Deaccel	0.1		0.8

	RunEvent Ammo2Loop	0.8
}

event Ammo2Loop
{
	RunEvent Ammo2Pulse 0.0
}

event AmmoSecondaryIncreased
{
	StopEvent	AmmoSecondaryPulse	0.0
	StopEvent	AmmoSecondaryLoop	0.0
	Animate	HudAmmoSecondary		Blur					"1"							Linear		0.0		0.1
	Animate	HudAmmoSecondary		BgColor			"BrightFg"					Linear		0.0		0.1
	Animate	HudAmmoSecondary		FgColor			"255 255 255 255"	Linear		0.0		0.1
	Animate	HudAmmoSecondary		Blur					"0"							Deaccel	0.1		2.0
	Animate	HudAmmoSecondary		BgColor			"BgColor"					Deaccel	0.1		2.0
	Animate	HudAmmoSecondary		FgColor			"FgColor"					Deaccel	0.1		2.0
}

event AmmoSecondaryDecreased
{
	StopEvent AmmoSecondaryIncreased	0.0
	StopEvent	AmmoSecondaryPulse	0.0
	StopEvent	AmmoSecondaryLoop	0.0
	
	Animate HudAmmoSecondary		Blur		"7"			Linear	0.0	0.0
	Animate HudAmmoSecondary		Blur		"0"			Deaccel	0.1	1.5
	
	Animate HudAmmoSecondary		TextColor	"BrightFg"		Linear	0.0	0.1
	Animate HudAmmoSecondary		TextColor	"FgColor"		Deaccel	0.1	0.75
	Animate HudAmmoSecondary		BgColor	"BgColor"		Deaccel	0.1		0.8
	
}

event AmmoSecondaryEmpty
{
	Animate HudAmmoSecondary		FgColor		"BrightDamagedFg"	Linear	0.0	0.2
	Animate HudAmmoSecondary		FgColor		"DamagedFg"		Accel		0.2	1.2
	Animate HudAmmoSecondary		Blur		"7"			Linear	0.0	0.0
	Animate HudAmmoSecondary		Blur		"0"			Deaccel	0.1	1.5
	//RunEvent	AmmoSecondaryPulse 1.0
}
event AmmoSecondaryPulse
{
	Animate HudAmmoSecondary		Blur		"5"			Linear	0.0		0.1
	Animate HudAmmoSecondary		Blur		"2"			Deaccel	0.1		0.8
	Animate HudAmmoSecondary		FgColor	"BrightDamagedFg"	Linear	0.0		0.1
	Animate HudAmmoSecondary		FgColor	"DamagedFg"		Deaccel	0.1		0.8
	Animate HudAmmoSecondary		BgColor	"100 0 0 80"		Linear	0.0		0.1
	Animate HudAmmoSecondary		BgColor	"BgColor"		Deaccel	0.1		0.8

	RunEvent AmmoSecondaryLoop	0.8
}

event AmmoSecondaryLoop
{
	RunEvent AmmoSecondaryPulse 0.0
}

// current weapon has been changed
event WeaponChanged
{
	StopEvent	AmmoPulse						0.0
	StopEvent	Ammo2Pulse					0.0
	StopEvent	AmmoSecondaryPulse		0.0
	StopEvent	AmmoLoop						0.0
	StopEvent	Ammo2Loop						0.0
	StopEvent	AmmoSecondaryLoop		0.0
	StopEvent	AmmoEmpty						0.0
	StopEvent	AmmoSecondaryEmpty	0.0
	StopEvent	Ammo2Empty					0.0
	
	Animate	HudAmmo							Blur					"1"							Linear		0.0		0.1
	Animate	HudAmmo							BgColor			"BrightFg"					Linear		0.0		0.1
	Animate	HudAmmo							FgColor			"255 255 255 255"	Linear		0.0		0.1
	Animate	HudAmmo							Blur					"0"							Deaccel	0.1		2.0
	Animate	HudAmmo							BgColor			"BgColor"					Deaccel	0.1		2.0
	Animate	HudAmmo							FgColor			"FgColor"					Deaccel	0.1		2.0
}

// ran if we just changed to a weapon that needs clip ammo
event WeaponUsesClips	[$WIN32]
{
	StopEvent	AmmoPulse						0.0
	StopEvent	Ammo2Pulse					0.0
	StopEvent	AmmoSecondaryPulse		0.0
	StopEvent	AmmoLoop						0.0
	StopEvent	Ammo2Loop						0.0
	StopEvent	AmmoSecondaryLoop		0.0
	Animate HudAmmo		Position	"r106 432"	Spline	0.0		0.4
	Animate HudAmmo		Size		"90 36"	Spline	0.0		0.4
}

// ran if we just changed to a weapon that does not use clip ammo
event WeaponDoesNotUseClips	[$WIN32]
{
	StopEvent	AmmoPulse						0.0
	StopEvent	Ammo2Pulse					0.0
	StopEvent	AmmoSecondaryPulse		0.0
	StopEvent	AmmoLoop						0.0
	StopEvent	Ammo2Loop						0.0
	StopEvent	AmmoSecondaryLoop		0.0
	Animate HudAmmo		Position	"r106 432"	Spline	0.0		0.4
	Animate HudAmmo		Size		"90 36"	Spline	0.0		0.4
}

event WeaponUsesSecondaryAmmo
{
	StopEvent	AmmoPulse						0.0
	StopEvent	Ammo2Pulse					0.0
	StopEvent	AmmoSecondaryPulse		0.0
	StopEvent	AmmoLoop						0.0
	StopEvent	Ammo2Loop						0.0
	StopEvent	AmmoSecondaryLoop		0.0
	StopAnimation 	HudAmmo Position 0.0
	StopAnimation 	HudAmmo Size 0.0
	//StopPanelAnimations HudAmmoSecondary 0.0
	//StopPanelAnimations HudAmmo 0.0
	
	Animate 	HudAmmoSecondary		BgColor	"BrightFg"					Deaccel	0.4		0.1
	Animate	HudAmmoSecondary		Blur			"1"							Linear		0.4		0.1
	Animate	HudAmmoSecondary		FgColor	"255 255 255 255"					Linear		0.4		0.1
	Animate	HudAmmoSecondary		Blur			"0"							Deaccel	0.5		2.0
	Animate	HudAmmoSecondary		FgColor	"FgColor"					Deaccel	0.5		2.0
	Animate 	HudAmmoSecondary		BgColor	"BgColor"					Deaccel	0.5		2.0
	Animate 	HudAmmoSecondary		Alpha		"255"						Linear		0.4		0.01

	Animate HudAmmo		Position			"r172 432"	Spline	0.0		0.5	[$WIN32]
	Animate HudAmmo		Size		"92 36"	Spline	0.0		0.4
	Animate HudAmmo		"digit2_xpos"	"70"	Linear	0.0		0.01	[$WIN32]
}

event WeaponDoesNotUseSecondaryAmmo
{
	StopEvent	AmmoPulse						0.0
	StopEvent	Ammo2Pulse					0.0
	StopEvent	AmmoSecondaryPulse		0.0
	StopEvent	AmmoLoop						0.0
	StopEvent	Ammo2Loop						0.0
	StopEvent	AmmoSecondaryLoop		0.0
	StopEvent 	WeaponUsesSecondaryAmmo	0.0
	//StopPanelAnimations	HudAmmoSecondary 	0.0
	Animate HudAmmoSecondary	FgColor		"0 0 0 0"	Deaccel	0.0		0.1
	Animate HudAmmoSecondary	BgColor		"0 0 0 0"	Deaccel	0.0		0.1
	Animate HudAmmoSecondary	Alpha		"0"		Deaccel	0.0		0.1
	
	Animate HudAmmo		"digit2_xpos"	"66"	Linear	0.0		0.01	[$WIN32]
}

event CraneMagnetFlash
{
	Animate HudCraneMagnet TextColor	"255 220 0 255"	Linear 0.0 0.1
	Animate HudCraneMagnet TextColor	"255 220 0 160"	Deaccel 0.1 0.3
	Animate HudCraneMagnet TextColor	"255 170 0 220"	Deaccel 0.4 0.3
	Animate HudCraneMagnet TextColor	"255 220 0 255"	Linear 0.8 0.2
}

event HintMessageShow
{
	StopPanelAnimations HudHintDisplay	0.0

	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
{
	StopPanelAnimations HudHintKeyDisplay	0.0

	// show the hints
	Animate HudHintKeyDisplay Alpha	255 Linear 0.0	1.0
	
	//move the box
	Animate HudHintKeyDisplay	Position "r258	r340" Deaccel 0.0 1.0
	Animate HudHintKeyDisplay	"wide" "242" Deaccel 0.0 1.0

	// 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
	Animate HudHintKeyDisplay	Position "r258	r340" Deaccel 0.0 1.0
	Animate	HudHintKeyDisplay	"wide"			"0"	Deaccel	12.0	1.0
}

event KeyHintMessageHide
{
	Animate	HudHintKeyDisplay	Alpha		0				Linear	0.0	1.0
	Animate HudHintKeyDisplay	Position "r258	r340" Deaccel 0.0 1.0
	Animate	HudHintKeyDisplay	"wide"			"0"	Deaccel	0.0	1.0
}


event SquadMemberAdded
{
	StopEvent	SquadMemberDied		0.0
	StopEvent	SquadMemberLeft		0.0

	// add in the squad member, brighter then normal color
	Animate	HudSquadStatus		Blur							"3"							Linear		0.0		0.1
	Animate	HudSquadStatus		BgColor					"BrightFg"					Linear		0.0		0.1
	Animate	HudSquadStatus		FgColor					"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		SquadTextColor		"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		SquadIconColor		"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		LastMemberColor	"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		Blur							"0"							Deaccel	0.1		2.0
	Animate	HudSquadStatus		BgColor					"BgColor"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		FgColor					"FgColor"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		SquadTextColor		"BrightFg"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		SquadIconColor		"BrightFg"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		LastMemberColor	"BrightFg"					Deaccel	0.1		2.0
}

event SquadMemberLeft
{
	StopEvent	SquadMemberDied		0.0
	StopEvent	SquadMemberAdded	0.0

	// fade out the icon
	Animate HudSquadStatus LastMemberColor	"255 220 0 0"	Linear 0.0 0.5
}

event SquadMemberDied
{
	StopEvent	SquadMemberAdded	0.0
	StopEvent	SquadMemberLeft		0.0

	// flash red, hold, then disappear
	Animate	HudSquadStatus		Blur							"3"							Linear		0.0		0.1
	Animate	HudSquadStatus		BgColor					"255 0 0 170"					Linear		0.0		0.1
	Animate	HudSquadStatus		FgColor					"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		SquadTextColor		"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		SquadIconColor		"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		LastMemberColor	"255 0 0 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		Blur							"0"							Deaccel	0.1		2.0
	Animate	HudSquadStatus		BgColor					"BgColor"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		FgColor					"FgColor"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		SquadTextColor		"BrightFg"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		SquadIconColor		"BrightFg"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		LastMemberColor	"255 0 0 0"					Deaccel	0.1		2.0
}

event SquadMembersFollowing
{
	StopEvent	SquadMembersStationed	0.0
	Animate	HudSquadStatus		Blur							"3"							Linear		0.0		0.1
	Animate	HudSquadStatus		BgColor					"BrightFg"					Linear		0.0		0.1
	Animate	HudSquadStatus		FgColor					"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		SquadTextColor		"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		SquadIconColor		"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		LastMemberColor	"255 255 255 255"	Linear		0.0		0.1
	Animate	HudSquadStatus		Blur							"0"							Deaccel	0.1		2.0
	Animate	HudSquadStatus		BgColor					"BgColor"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		FgColor					"FgColor"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		SquadTextColor		"BrightFg"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		SquadIconColor		"BrightFg"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		LastMemberColor	"BrightFg"					Deaccel	0.1		2.0
	Animate	HudSquadStatus		Position					"r106 380"						Deaccel	0.0		0.4
	Animate	HudSquadStatus		Size							"90 46"						Deaccel	0.0		0.4
}

event SquadMembersStationed
{
	StopEvent	SquadMembersFollowing	0.0
	Animate		HudSquadStatus	SquadTextColor	"255 255 255 255"			Linear 0.5 0.5
	
	Animate	HudSquadStatus		Position					"r106 390"						Deaccel	0.0		0.4
	Animate	HudSquadStatus		Size							"90 38"						Deaccel	0.0		0.4
}

event PoisonDamageTaken
{
	Animate 	HudCommentary 	Alpha	255 Linear 0.0 1.0
	RunEvent PoisonLoop	0.0
}

event PoisonDamageCured
{
	StopEvent 	PoisonDamageTaken	0.0
	StopEvent 	PoisonLoop		0.0
	StopEvent 	PoisonPulse		0.0
	Animate 	HudCommentary 	Alpha	0 Linear 0.0 1.0
}

event PoisonPulse
{
	Animate HudCommentary	TextColor	"BrightFg"		Linear	0.0		0.1
	Animate HudCommentary	TextColor	"FgColor"		Deaccel	0.1		0.8
	Animate HudCommentary	BgColor		"100 0 0 80"		Linear	0.0		0.1
	Animate HudCommentary	BgColor		"BgColor"		Deaccel	0.1		0.8
	//SetTexture	HudCommentary	icon_texture	"vgui/hud/icon_poison"	0.0

	RunEvent PoisonLoop	0.8
}

// call to loop PoisonLoop
event PoisonLoop
{
	RunEvent PoisonPulse 0.0
}

// Commentary hud element
//event ShowCommentary
//{
//	StopEvent	HideCommentary 0.0
//	Animate 	HudCommentary 	Alpha	255 Linear 0.0 0.5
//}

//event HideCommentary
//{
//	StopEvent	ShowCommentary 0.0
//	Animate 	HudCommentary 	Alpha	0 Linear 0.0 0.5
//}

// Voting
event PulseOption1
{
	Animate		Option2Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option3Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option4Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option5Background_Selected	Alpha	0	Linear	0.0 0.001
	
	Animate		Option1Background_Selected	Alpha	255 Linear	0.0 0.001
	Animate		Option1Background_Selected	Alpha	128	Linear	0.5 1.5
	
	Animate		YesLeftLabel	Alpha	0	Linear	1.25 1.7
	Animate		YesIcon			Alpha	0	Linear	1.25 1.7
	Animate		YesRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		NoLeftLabel		Alpha	0	Linear	1.25 1.7
	Animate		NoIcon			Alpha	0	Linear	1.25 1.7
	Animate		NoRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		LabelOption2	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption3	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption4	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption5	Alpha	60	Linear	1.25 1.7
}

event PulseOption2
{
	Animate		Option1Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option3Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option4Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option5Background_Selected	Alpha	0	Linear	0.0 0.001
	
	Animate		Option2Background_Selected	Alpha	255 Linear	0.0 0.001
	Animate		Option2Background_Selected	Alpha	128	Linear	0.5 1.5
	
	Animate		YesLeftLabel	Alpha	0	Linear	1.25 1.7
	Animate		YesIcon			Alpha	0	Linear	1.25 1.7
	Animate		YesRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		NoLeftLabel		Alpha	0	Linear	1.25 1.7
	Animate		NoIcon			Alpha	0	Linear	1.25 1.7
	Animate		NoRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		LabelOption1	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption3	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption4	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption5	Alpha	60	Linear	1.25 1.7
}

event PulseOption3
{
	Animate		Option1Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option2Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option4Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option5Background_Selected	Alpha	0	Linear	0.0 0.001
	
	Animate		Option3Background_Selected	Alpha	255 Linear	0.0 0.001
	Animate		Option3Background_Selected	Alpha	128	Linear	0.5 1.5
	
	Animate		YesLeftLabel	Alpha	0	Linear	1.25 1.7
	Animate		YesIcon			Alpha	0	Linear	1.25 1.7
	Animate		YesRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		NoLeftLabel		Alpha	0	Linear	1.25 1.7
	Animate		NoIcon			Alpha	0	Linear	1.25 1.7
	Animate		NoRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		LabelOption1	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption2	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption4	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption5	Alpha	60	Linear	1.25 1.7
}

event PulseOption4
{
	Animate		Option1Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option2Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option3Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option5Background_Selected	Alpha	0	Linear	0.0 0.001
	
	Animate		Option4Background_Selected	Alpha	255 Linear	0.0 0.001
	Animate		Option4Background_Selected	Alpha	128	Linear	0.5 1.5
	
	Animate		YesLeftLabel	Alpha	0	Linear	1.25 1.7
	Animate		YesIcon			Alpha	0	Linear	1.25 1.7
	Animate		YesRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		NoLeftLabel		Alpha	0	Linear	1.25 1.7
	Animate		NoIcon			Alpha	0	Linear	1.25 1.7
	Animate		NoRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		LabelOption1	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption2	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption3	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption5	Alpha	60	Linear	1.25 1.7
}

event PulseOption5
{
	Animate		Option1Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option2Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option3Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option4Background_Selected	Alpha	0	Linear	0.0 0.001
	
	Animate		Option5Background_Selected	Alpha	255 Linear	0.0 0.001
	Animate		Option5Background_Selected	Alpha	128	Linear	0.5 1.5
	
	Animate		YesLeftLabel	Alpha	0	Linear	1.25 1.7
	Animate		YesIcon			Alpha	0	Linear	1.25 1.7
	Animate		YesRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		NoLeftLabel		Alpha	0	Linear	1.25 1.7
	Animate		NoIcon			Alpha	0	Linear	1.25 1.7
	Animate		NoRightLabel	Alpha	0	Linear	1.25 1.7
	
	Animate		LabelOption1	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption2	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption3	Alpha	60	Linear	1.25 1.7
	Animate		LabelOption4	Alpha	60	Linear	1.25 1.7
}

event HideVoteBackgrounds
{
	Animate		Option1Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option2Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option3Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option4Background_Selected	Alpha	0	Linear	0.0 0.001
	Animate		Option5Background_Selected	Alpha	0	Linear	0.0 0.001
	
	Animate		YesLeftLabel	Alpha	255 Linear	0.0 0.001
	Animate		YesIcon			Alpha	255 Linear	0.0 0.001
	Animate		YesRightLabel	Alpha	255 Linear	0.0 0.001
	
	Animate		NoLeftLabel		Alpha	255 Linear	0.0 0.001
	Animate		NoIcon			Alpha	255 Linear	0.0 0.001
	Animate		NoRightLabel	Alpha	255 Linear	0.0 0.001
	
	Animate		LabelOption1	Alpha	255 Linear	0.0 0.001
	Animate		LabelOption2	Alpha	255 Linear	0.0 0.001
	Animate		LabelOption3	Alpha	255 Linear	0.0 0.001
	Animate		LabelOption4	Alpha	255 Linear	0.0 0.001
	Animate		LabelOption5	Alpha	255 Linear	0.0 0.001
}
///
event HitMarkerShow
{
	Animate HudHitmarker Alpha 255 Linear 0.0 0.1
        Animate HudHitmarker	     Blur  "5"	Linear	0.0 0.1
        //Animate HudHitmarker Size 100 Linear 0.0 0.2
	
	RunEvent HitMarkerHide 0.0
}

event HitMarkerHide
{
	Animate HudHitmarker Alpha 0 Linear 0.0 0.1
        Animate HudHitmarker	     Blur  "0"	Linear	0.0 0.1
        //Animate HudHitmarker Size 0 Linear 0.0 0.2
}
///
event HitMarkerShotgunShow
{
	Animate HudHitmarkerShotgun Alpha 255 Linear 0.0 0.5
        Animate HudHitmarkerShotgun	     Blur  "5"	Linear	0.0 0.5
	
	RunEvent HitMarkerShotgunHide 0.5
}

event HitMarkerShotgunHide
{
	Animate HudHitmarkerShotgun Alpha 0 Linear 0.0 0.5
        Animate HudHitmarkerShotgun	     Blur  "0"	Linear	0.0 0.5
}
///
event HitMarkerAR2Show
{
	Animate HudHitmarkerAR2 Alpha 255 Linear 0.0 0.2
        Animate HudHitmarkerAR2	     Blur  "5"	Linear	0.0 0.2
	
	RunEvent HitMarkerAR2Hide 0.2
}

event HitMarkerAR2Hide
{
	Animate HudHitmarkerAR2 Alpha 0 Linear 0.0 0.2
        Animate HudHitmarkerAR2	     Blur  "0"	Linear	0.0 0.2
}
///
event HitMarker357Show
{
	Animate HudHitmarker357 Alpha 255 Linear 0.0 0.3
        Animate HudHitmarker357	     Blur  "5"	Linear	0.0 0.3
	
	RunEvent HitMarker357Hide 0.3
}

event HitMarker357Hide
{
	Animate HudHitmarker357 Alpha 0 Linear 0.0 0.3
        Animate HudHitmarker357	     Blur  "0"	Linear	0.0 0.3
}
///
