//===========================================================================================================================
// LOW AMMO ANIMATION START
//===========================================================================================================================
event HudLowAmmoPulseShadow
{
	// AMMO IN CLIP ---------------------------------------------------------------------------------------------------------
	Animate AmmoInClip								FGColor		"Ammo_In_Clip"						Linear	0.0		0.0
	Animate AmmoInClipShadow						FGColor		"Ammo_In_Clip_Shadow_Low"			Linear	0.0		0.0

	// AMMO IN RESERVE ------------------------------------------------------------------------------------------------------
	Animate AmmoInReserve							FGColor		"Ammo_In_Reserve"					Linear	0.0		0.0
	Animate AmmoInReserveShadow						FGColor		"Ammo_In_Reserve_Shadow_Low"		Linear	0.0		0.0

	// AMMO NO CLIP ---------------------------------------------------------------------------------------------------------
	Animate AmmoNoClip								FGColor		"Ammo_In_Clip"						Linear	0.0		0.0
	Animate AmmoNoClipShadow						FGColor		"Ammo_In_Clip_Shadow_Low"			Linear	0.0		0.0

	RunEvent HudLowAmmoPulseLoop					0.25
}

//===========================================================================================================================
// LOW AMMO ANIMATION STOP
//===========================================================================================================================
event HudLowAmmoPulseStopShadow
{
	StopEvent HudLowAmmoPulseShadow					0.0
	StopEvent HudLowAmmoPulseLoop					0.0
	StopEvent HudLowAmmoPulse						0.0

	// AMMO IN CLIP ---------------------------------------------------------------------------------------------------------
	Animate AmmoInClip								FGColor		"Ammo_In_Clip"						Linear	0.0		0.0
	Animate AmmoInClipShadow						FGColor		"Main_Shadow"						Linear	0.0		0.0

	// AMMO IN RESERVE ------------------------------------------------------------------------------------------------------
	Animate AmmoInReserve							FGColor		"Ammo_In_Reserve"					Linear	0.0		0.0
	Animate AmmoInReserveShadow						FGColor		"Main_Shadow"						Linear	0.0		0.0

	// AMMO NO CLIP ---------------------------------------------------------------------------------------------------------
	Animate AmmoNoClip								FGColor		"Ammo_In_Clip"						Linear	0.0		0.0
	Animate AmmoNoClipShadow						FGColor		"Main_Shadow"						Linear	0.0		0.0
}
//===========================================================================================================================