// 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
//          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
}

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

//Health Bonus Pulse
event HudHealthBonusPulse
{
    Animate PlayerStatusHealthBonusImage         Alpha       "125"                   Linear 0.0 0.2
    Animate PlayerStatusHealthBonusImage         Alpha       "0"                     Linear 0.2 0.4

    Animate PlayerStatusHealthValue              FgColor     "White"                 Accel 0.0 0.0
    Animate ShadedBarThin   Alpha                "0"         Accel 0.0 0.0
    Animate PlayerStatusHealthValueShadow        FgColor     "30 235 255 255"        Linear 0.0 0.075 
    Animate PlayerStatusHealthValueShadow        FgColor     "20 170 210 255"        Linear 0.125 0.175
    Animate PlayerStatusHealthValueSpecShadow2   FgColor     "10 10 10 255"          Linear 0.0 0.0
    Animate PlayerStatusHealthImageOverheal      Alpha       "255"                   Accel 0.0 0.0
    Animate ShadedBarThinBuff                    Alpha       "255"                   Accel 0.0 0.0
    Animate PlayerStatusHealthValueCam           FgColor     "BuffedColor"           Accel 0.0 0.0

    Animate PlayerStatusHealthValueSpec          FgColor     "30 235 255 255"         Linear 0.0 0.075 
    Animate PlayerStatusHealthValueSpec        FgColor       "10 170 215 255"       Linear 0.125 0.175
    Animate PlayerStatusHealthValueSpecShadow    FgColor     "BuffedColor"           Linear 0.0 0.0
    Animate PlayerStatusHealthValueTour          FgColor     "BuffedColor"           Accel 0.0 0.0

    Animate xHairNormal                          FgColor     "BuffedColor"           Accel 0.0 0.0
    Animate xHairRequest                         FgColor     "BuffedColor"           Accel 0.0 0.0
    Animate xHairCircle                          FgColor     "BuffedColor"           Accel 0.0 0.0
    Animate xHairDotOutline                      FgColor     "BuffedColor"           Accel 0.0 0.0

    RunEvent HudHealthBonusPulseLoop    0.4
}

// 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
    RunEvent xHairNormal 0.0
    RunEvent xHairRequest 0.0
    RunEvent xHairCircle 0.0
    RunEvent xHairDotOutline 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
    StopEvent ShadedBarThin 0.0
    StopEvent ShadedBarThinLow 0.0
    StopEvent xHairNormal 0.0
    StopEvent xHairRequest 0.0
    StopEvent xHairCircle 0.0
    StopEvent xHairDotOutline 0.0

    Animate PlayerStatusHealthValue              FgColor     "White"                 Accel 0.0 0.0
    Animate PlayerStatusHealthImageOverheal      Alpha       "0"                     Accel 0.0 0.0
    Animate ShadedBarThin                        Alpha       "255"                   Accel 0.0 0.0
    Animate PlayerStatusHealthValueShadow        FgColor     "10 10 10 255"          Linear 0.0 0.0
    Animate PlayerStatusHealthValueSpecShadow2   FgColor     "10 10 10 255"          Linear 0.0 0.0
    Animate ShadedBarThinBuff                    Alpha       "0"                     Accel 0.0 0.0
    
    Animate PlayerStatusHealthValueCam           FgColor     "234 234 234 255"       Accel 0.0 0.0

    Animate PlayerStatusHealthValueSpec          FgColor     "White"                 Accel 0.0 0.0
    Animate PlayerStatusHealthValueSpecShadow    FgColor     "0 0 0 0"               Linear 0.0 0.0
    Animate PlayerStatusHealthValueTour          FgColor     "234 234 234 255"       Accel 0.0 0.0

    Animate xHairNormal                          FgColor     "234 234 234 255"       Accel 0.0 0.0
    Animate xHairRequest                         FgColor     "234 234 234 255"       Accel 0.0 0.0
    Animate xHairCircle                          FgColor     "234 234 234 255"       Accel 0.0 0.0
    Animate xHairDotOutline                      FgColor     "234 234 234 255"       Accel 0.0 0.0
}

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

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

    Animate PlayerStatusHealthValue              FgColor     "White"                Accel 0.0 0.0
    Animate ShadedBarThin                        Alpha       "0"                    Accel 0.0 0.0
    Animate PlayerStatusHealthValueShadow        FgColor     "255 120 50 255"             Linear 0.0 0.075
    Animate PlayerStatusHealthValueShadow        FgColor     "210 50 5 255"       Linear 0.125 0.075
    Animate PlayerStatusHealthValueSpecShadow2   FgColor     "10 10 10 255"         Linear 0.0 0.0
    Animate PlayerStatusHealthImageOverheal5     Alpha       "135"                  Accel 0.0 0.0
    Animate ShadedBarThinLow                     Alpha       "255"                  Accel 0.0 0.0

    Animate PlayerStatusHealthValueCam           FgColor     "LowColor"             Accel 0.0 0.0

    Animate PlayerStatusHealthValueSpec          FgColor     "255 85 10 255"       Linear 0.0 0.075
    Animate PlayerStatusHealthValueSpec          FgColor     "210 50 0 255"       Linear 0.125 0.075
    Animate PlayerStatusHealthValueSpecShadow    FgColor     "LowColor"             Linear 0.0 0.0
    Animate PlayerStatusHealthValueTour          FgColor     "LowColor"             Accel 0.0 0.0

    Animate xHairNormal                          FgColor     "LowColor"             Accel 0.0 0.0
    Animate xHairRequest                         FgColor     "LowColor"             Accel 0.0 0.0
    Animate xHairCircle                          FgColor     "LowColor"             Accel 0.0 0.0
    Animate xHairDotOutline                      FgColor     "LowColor"             Accel 0.0 0.0

    RunEvent HudHealthDyingPulseLoop    0.25
}

// 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
    RunEvent xHairNormal 0.0
    RunEvent xHairRequest 0.0
    RunEvent xHairCircle 0.0
    RunEvent xHairDot 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
    StopEvent ShadedBarThin 0.0
    StopEvent ShadedBarThinLow 0.0
    
    StopEvent xHairNormal 0.0
    StopEvent xHairRequest 0.0
    StopEvent xHairCircle 0.0
    StopEvent xHairDot 0.0

    Animate PlayerStatusHealthValue              FgColor     "White"                Accel 0.0 0.0
    Animate PlayerStatusHealthValue              Position    "70 135"               Accel 0.0 0.0
    Animate ShadedBarThin                        Alpha       "255"                  Accel 0.0 0.0
    Animate PlayerStatusHealthValueShadow        FgColor     "Black"                Linear 0.0 0.0
    Animate PlayerStatusHealthValueSpecShadow2   FgColor     "10 10 10 255"         Linear 0.0 0.0
    Animate PlayerStatusHealthImageOverheal5     Alpha       "0"                    Accel 0.0 0.0
    Animate ShadedBarThinLow                     Alpha       "0"                    Accel 0.0 0.0

    Animate PlayerStatusHealthValueCam           FgColor     "234 234 234 255"      Accel 0.0 0.0

    Animate PlayerStatusHealthValueSpec          FgColor     "White"                Accel 0.0 0.0
    Animate PlayerStatusHealthValueSpecShadow    FgColor     "0 0 0 0"              Linear 0.0 0.0
    Animate PlayerStatusHealthValueTour          FgColor     "234 234 234 255"      Accel 0.0 0.0

    Animate xHairNormal                          FgColor     "234 234 234 255"      Accel 0.0 0.0

    Animate xHairRequest                         FgColor     "234 234 234 255"      Accel 0.0 0.0

    Animate xHairCircle                          FgColor     "234 234 234 255"      Accel 0.0 0.0

    Animate xHairDotOutline                      FgColor     "234 234 234 255"      Accel 0.0 0.0
}

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

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

    Animate AmmoInClipShadow  FgColor       "255 120 50 255"      Linear 0.0 0.075
    Animate AmmoInClipShadow  FgColor       "210 50 5 255"    Linear 0.125 0.075
    Animate ShadedBarThin           Alpha       "0"     Accel 0.0 0.0
    Animate AmmoInReserveShadow   FgColor     "255 120 50 255"     Linear 0.0 0.075
    Animate AmmoInReserveShadow   FgColor     "210 50 5 255"     Linear 0.125 0.075
    Animate AmmoNoClipShadow      FgColor     "255 120 50 255"      Linear 0.0 0.075
    Animate AmmoNoClipShadow      FgColor     "210 50 5 255"      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
    StopEvent AmmoInClip 0.0
    StopEvent AmmoInReserve 0.0
    StopEvent AmmoNoClip 0.0

    Animate AmmoInClipShadow   FgColor     "Black"       Accel 0.0 0.0
    Animate AmmoInReserveShadow  FgColor       "Black"     Accel 0.0 0.0
    Animate ShadedBarThin           Alpha       "255"       Accel 0.0 0.0
    Animate AmmoNoClipShadow    FgColor     "Black"      Accel 0.0 0.0
}

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

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

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

// Metal Account

//activecolor - instantly turn red, fade back to yellow
event AccountMoneyRemoved
{
    Animate 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       "255"           Linear 0.1 0.2
    
    Animate OutlineImage    Position    "c-200 140"     Linear 0.1 0.2
    Animate OutlineImage    Size        "400 200"       Linear 0.1 0.2

    Animate OutlineImage    Position    "c-50 r137"     Linear 0.7 0.2  [$WIN32]
    Animate OutlineImage    Position    "c-50 r158"     Linear 0.7 0.2  [$X360]
    Animate OutlineImage    Size        "100 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 70"   Spline 0.001 0.2
}

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


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

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

event HudMedicCharged
{
    Animate ChargeLabelShadow             FgColor     "0 221 255 255"     Linear 0.0 0.0
    Animate IndividualChargesLabel          FgColor     "0 221 255 255"     Linear 0.0 0.0
    Animate ShadedBarThinLow        Alpha       "0"     Linear 0.0 0.0
    Animate ShadedBarThinFull       Alpha       "255"       Linear 0.0 0.0
    Animate ChargeMeter             FgColor     "0 221 255 255"     Linear 0.0 0.0
    
    Animate ChargeMeter1             FgColor     "0 221 255 255"     Linear 0.0 0.0
    Animate ChargeMeter2             FgColor     "0 221 255 255"     Linear 0.0 0.0
    Animate ChargeMeter3             FgColor     "0 221 255 255"     Linear 0.0 0.0
    Animate ChargeMeter4             FgColor     "0 221 255 255"     Linear 0.0 0.0

    RunEvent HudMedicChargedLoop    0.0
}

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

event HudMedicChargedStop
{
    //StopEvent HudMedicCharged 0.0
    //StopEvent HudMedicChargedLoop 0.0
    StopEvent ChargeLabel 0.0
    StopEvent ChargeMeter 0.0
    StopEvent ShadedBarThinLow 0.0
    StopEvent ShadedBarThinFull 0.0

    Animate ChargeLabelShadow             FgColor     "Black"      Linear 0.0 0.0001
    Animate IndividualChargesLabel          FgColor     "Black"      Linear 0.0 0.0001
    Animate ShadedBarThinLow        Alpha       "255"       Linear 0.0 0.0001
    Animate ShadedBarThinFull       Alpha       "0"     Linear 0.0 0.0001
    Animate ChargeMeter             FgColor     "White"      Linear 0.0 0.0001
    
    Animate ChargeMeter1             FgColor     "255 255 255 255"     Linear 0.0 0.0
    Animate ChargeMeter2             FgColor     "255 255 255 255"     Linear 0.0 0.0
    Animate ChargeMeter3             FgColor     "255 255 255 255"     Linear 0.0 0.0
    Animate ChargeMeter4             FgColor     "255 255 255 255"     Linear 0.0 0.0

}

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

