//////////////////////////////////////////////////////////////////////
//                 MichaelSh.GUI | CS GO Edition                    //
//                   WITH SPECIAL WEAPONS PACK                      //
//////////////////////////////////////////////////////////////////////
//           СЕРИЯ МОДОВ COUNTER-STRIKE: SOURCE EVOLUTION           //
//	 Разработан командой MSGM TEAM, при поддержке SMASH-CS.RU       //
//////////////////////////////////////////////////////////////////////
//                      ГЛАВНЫЕ РАЗРАБОТЧИКИ                        //
// 		      Имитация нтерфейса: Майкл Эш., MoonPress              //
//                     Дизайн интерфейса: Valve                     //
//////////////////////////////////////////////////////////////////////
//                         ТЕСТИРОВАНИЕ:                            //
//                       Kudi, Mr.R4P4SET                           //
//////////////////////////////////////////////////////////////////////
//                        MSGM TEAM © 2018                          //
//     Использование мода, его частей и расспространение без        //
//           разрешения создателей СТРОГО ЗАПРЕЩЕНО!                //
//////////////////////////////////////////////////////////////////////

// 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		"255 255 255 255"	Linear 0.0 0.1
	//Animate HudWeaponSelection TextColor	"255 255 255 255"	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 PrimaryAmmoIncrement
{
}

event PrimaryAmmoDecrement
{
	Animate HudAmmoPrimary  FgColor "HudIcon_Red" Linear 0.0 0.0001
	Animate HudAmmoPrimary  FgColor "FgColor"   Accel 0.0 3.0
}

event PrimaryAmmoEmpty
{
}


event SecondaryAmmoIncrement
{
}

event SecondaryAmmoDecrement
{
	Animate HudAmmoPrimary  FgColor "HudIcon_Red" Linear 0.0 0.0001
	Animate HudAmmoPrimary  FgColor "FgColor"   Accel 0.0 3.0
}

event SecondaryAmmoEmpty
{
}

event ShowPrimaryAmmoClipShowSecondaryAmmo
{
	// Turn on secondary
	Animate HudAmmoSecondary		Alpha		"255"	Linear	0.0		0.4
	// Turn on secondary
	Animate HudAmmoPrimaryClip		Alpha		"255"	Linear	0.0		0.4

	// Move primary to left
//	Animate HudAmmoPrimary			Position	"r125 400"	Deaccel	0.0		0.4
//	Animate HudAmmoPrimaryClip		Position	"r55 400"	Deaccel	0.0		0.4

}

event ShowPrimaryAmmoClipHideSecondaryAmmo
{
	// Turn off secondary
	Animate HudAmmoSecondary		Alpha		"0"	Linear	0.0		0.4
	// Turn on secondary
	Animate HudAmmoPrimaryClip		Alpha		"255"	Linear	0.0		0.4

	// Move primary to left
//	Animate HudAmmoPrimary			Position	"r100 400"	Deaccel	0.0		0.4
//	Animate HudAmmoPrimaryClip		Position	"r30 400"	Deaccel	0.0		0.4
}

event HidePrimaryAmmoClipShowSecondaryAmmo
{
	// Turn on secondary
	Animate HudAmmoSecondary		Alpha		"255"	Linear	0.0		0.4
	// Turn off secondary
	Animate HudAmmoPrimaryClip		Alpha		"0"	Linear	0.0		0.4

	// Move primary to left
//	Animate HudAmmoPrimary			Position	"100 400"	Deaccel	0.0		0.4
//	Animate HudAmmoPrimaryClip		Position	"r30 400"	Deaccel	0.0		0.4
}

event HidePrimaryAmmoClipHideSecondaryAmmo
{
	// Turn off secondary
	Animate HudAmmoSecondary		Alpha		"0"	Linear	0.0		0.4
	// Turn off secondary
	Animate HudAmmoPrimaryClip		Alpha		"0"	Linear	0.0		0.4

	// Move primary to left
//	Animate HudAmmoPrimary			Position	"r70 400"	Deaccel	0.0		0.4
//	Animate HudAmmoPrimaryClip		Position	"r30 400"	Deaccel	0.0		0.4
}

//activecolor - instantly turn red, fade back to yellow
event AccountMoneyRemoved
{
	Animate HudAccount		FgColor	"255 255 255 255" Linear 0.0 0.0001
	Animate HudAccount		FgColor	"255 255 255 255" Accel 0.0 3.0

	Animate	HudAccount		Ammo2Color "255 255 255 255" Linear 0.0 0.0001
	Animate HudAccount		Ammo2Color "000 000 000 000" Accel 0.0 3.0
}

//activecolor - instantly turn green, fade back to yellow
event AccountMoneyAdded
{
	Animate HudAccount		FgColor	"255 255 255 255" Linear 0.0 0.0001
	Animate HudAccount		FgColor	"255 255 255 255" Accel 0.0 3.0

	Animate HudAccount		Ammo2Color "255 255 255 255" Accel 0.0 0.0001
	Animate HudAccount		Ammo2Color "000 000 000 000" Accel 0.0 3.0
}

event AccountMoneyInvisible
{
	Animate HudAccount		FgColor	"255 255 255 255" Accel 0.0 0.0001
	Animate HudAccount		Ammo2Color "000 000 000 000" Accel 0.0 0.0001
}

event HealthRestored
{
	StopPanelAnimations HudHealth	0.0
	Animate HudHealth		FgColor	"255 255 255 255"		Linear 0.0 0.01
	Animate HudHealth		Blur	"7"			Deaccel 0.0 0.2
	Animate HudHealth		Blur	"1"			Deaccel 0.2 1.0
}

event HealthTookDamage
{
	Animate HudHealth		FgColor	"HudIcon_Red"		Linear 0.0 0.1
	Animate HudHealth		FgColor	"255 255 255 255"		Pulse 	4 0.1 1.0
	Animate HudHealth		Blur	"7"			Deaccel 0.0 0.2
	Animate HudHealth		Blur	"1"			Deaccel 0.2 0.3
}

event HealthLow
{
	Animate HudHealth		FgColor	"HudIcon_Red"		Linear 0.0 0.1
	Animate HudHealth		FgColor	"255 255 255 255"		Pulse 2000 0.1 1000.0
}

event HintMessageShow
{
	// show the hints
	Animate HudHintDisplay Alpha	255 Linear 0.0 0.5
	Animate HudHintDisplay FgColor	"HintMessageFg"		Linear 0.0 0.01

	// hide the panel after a while	
	Animate HudHintDisplay Alpha	0 Linear 6.0 1.0
}

event HintMessageHide
{
	Animate HudHintDisplay Alpha	0 Linear 0.0 0.5
}

event HintMessageLower
{
	Animate HudHintDisplay YOffset	"60"		Deaccel	0.0		0.01
}

event HintMessageRaise
{
	Animate HudHintDisplay YOffset	"0"		Deaccel	0.0		0.4
}

event KeyHintMessageShow
{
	// show the hints
	Animate HudHintKeyDisplay Alpha	255 Linear 0.0 0.5
	Animate HudHintKeyDisplay FgColor	"HintMessageFg"		Linear 0.0 0.01

	// hide the panel after a while	
	Animate HudHintKeyDisplay Alpha	0 Linear 6.0 1.0
}

event KeyHintMessageHide
{
	Animate HudHintKeyDisplay Alpha	0 Linear 0.0 0.5
}

event MapOff
{
	Animate overview Position "0 0" Linear 0.0 0.001
	Animate overview Size "0 0" Linear 0.0 0.001
}

event MapZoomToSmall
{
	Animate overview Position "16 16" Linear 0.0 0.2
	Animate overview Size "160 120" Linear 0.0 0.2
	
	StopAnimation overview zoom 0.0
	Animate overview zoom "1.0" Linear 0.0 0.0001
	Animate overview zoom "3.0" Spline 0.0001 1.0
}

event MapZoomToLarge
{
	Animate overview Position "c-300 20" Linear 0.0 0.2
	Animate overview Size "600 440" Linear 0.0 0.2
	
	StopAnimation overview zoom 0.0
	Animate overview zoom "1.0" Spline 0.0 0.2
}
