
height 32;
monospacefonts true, "0";

statusbar fullscreen, fullscreenoffsets // ZDoom HUD
{
	InInventory NOT IntermissionModeItem, 1 || CutsceneModeItem, 1
	{
		//health
		drawimage translatable "FS_HELTH", 0, -27;
		drawnumber 3, BigFont, red, health, alignment(left), 2, -25;

		//armor
		drawimage translatable "FS_ARMOR", 0, -53;
		drawnumber 3, BigFont, red, armor, alignment(left), whennotzero, 2, -51;
		
		drawimage translatable "FS_ARMIC", 50, -52;
		drawimage armoricon, 50, -52;

		//ammo
		drawimage translatable "FS_AMMO", -70, -52;
		drawnumber 3, BigFont, red, ammo1,  -1, -25;
		
		drawimage translatable "FS_ARMIC", -93, -52;
		drawswitchableimage NumberofGoonades, "nullimage", "FS_NADES", -88, -48;
		drawnumber 1, INDEXFONT_DOOM, red, ammo NumberofGoonades, whennotzero, -73, -40;
		
		//arms
		drawimage "SQKEYBAR", -93, -31;
		
		//keys
		drawimage "SQKEYBAR", 50, -31;

		
		drawswitchableimage keyslot 2, "nullimage", "STKEYS0", 53, -28;
		drawswitchableimage keyslot 3, "nullimage", "STKEYS1", 53, -18;
		drawswitchableimage keyslot 1, "nullimage", "STKEYS2", 53, -8;
		drawswitchableimage keyslot 5, "nullimage", "STKEYS3", 53, -28;
		drawswitchableimage keyslot 6, "nullimage", "STKEYS4", 53, -18;
		drawswitchableimage keyslot 4, "nullimage", "STKEYS5", 53, -8;
		
		drawswitchableimage keyslot 8, "nullimage", "STKEYSF1", 53, -28;
		drawswitchableimage keyslot 9, "nullimage", "STKEYSF2", 53, -18;
		drawswitchableimage keyslot 10, "nullimage", "STKEYSF3", 53, -8;

		drawswitchableimage keyslot 11, "nullimage", "STKEYSS", 53, -28;
		drawswitchableimage keyslot 12, "nullimage", "STKEYSC", 53, -18;
		drawswitchableimage keyslot 13, "nullimage", "STKEYSD", 53, -8;
		drawswitchableimage keyslot 14, "nullimage", "STKEYSCD", 53, -28;
		
		drawswitchableimage keyslot 16, "nullimage", "STKEYS6", 53, -28;
		drawswitchableimage keyslot 17, "nullimage", "STKEYSO", 53, -28;
		
		drawswitchableimage keyslot 7, "nullimage", "STKEYS7", 53, -18;
		drawswitchableimage keyslot 15, "nullimage", "STKEYS8", 53, -8;

		drawswitchableimage weaponslot 2, "STNNUM2", "STYNUM2", -89, -28; 
		drawswitchableimage weaponslot 3, "STNNUM3", "STYNUM3", -89, -18;
		drawswitchableimage weaponslot 4, "STNNUM4", "STYNUM4", -89, -8;
		drawswitchableimage weaponslot 5, "STNNUM5", "STYNUM5", -78, -28;
		drawswitchableimage weaponslot 6, "STNNUM6", "STYNUM6", -78, -18;
		drawswitchableimage weaponslot 7, "STNNUM7", "STYNUM7", -78, -8;
		
		drawbar "AMMOBAR1", "AMMOBARE", ammo PaintAmmo, vertical, -67, -49;
		drawbar "AMMOBAR2", "AMMOBARE", ammo OoziAmmo, vertical, -53, -49;
		drawbar "AMMOBAR3", "AMMOBARE", ammo ShotboltAmmo, vertical, -39, -49;
		drawbar "AMMOBAR4", "AMMOBARE", ammo HellShellAmmo, vertical, -25, -49;
		drawbar "AMMOBAR5", "AMMOBARE", ammo MarbleAmmo, vertical, -11, -49;
		
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo ShotboltAmmo, alignment(center), whennotzero, -35, -32;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo PaintAmmo, alignment(center), whennotzero, -63, -32;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo OoziAmmo, alignment(center), whennotzero, -49, -32;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo HellShellAmmo, alignment(center), whennotzero, -21, -32;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo MarbleAmmo, alignment(center), whennotzero, -7, -32;

		InInventory GoonadeThrowCheck, 1 {
			drawimage "GNMETER1", -31+center, -48;
		}
		InInventory GoonadeThrowCheck, 2 {
			drawimage "GNMETER2", -31+center, -48;
		}
		InInventory GoonadeThrowCheck, 3 {
			drawimage "GNMETER3", -31+center, -48;
		}
		InInventory GoonadeThrowCheck, 4 {
			drawimage "GNMETER4", -31+center, -48;
		}
		InInventory GoonadeThrowCheck, 5 {
			drawimage "GNMETER5", -31+center, -48;
		}

		usesammo
		{
			//secondary ammo and inventory
			usessecondaryammo
			{
				drawnumber 1, BigFont, red, ammo2, -51, -25;
				inventorybarnotvisible
				{
					drawselectedinventory centerbottom, alwaysshowcounter, BigFont, -14, -39, -26, -56, untranslated;
				}
			}
			else //no secondary ammo
			{
				inventorybarnotvisible
				{
					drawselectedinventory centerbottom, alwaysshowcounter, BigFont, -14, -21, -26, -38, untranslated;
				}
			}
		}
		
		drawselectedinventory alternateonempty, alwaysshowcounter, INDEXFONT, 143, 168, 183, 192, untranslated
		{
			drawimage translatable "SQSTFACE", -17+center, -32;
			InInventory PowerEnviroSuit { drawimage "PF_SUIT", -17+center, -32; }
			drawmugshot "STF", 5, -17+center, -32;
			
			IsSelected SauceWeapon
			{
			  drawimage translatable "PF_YIKES", -17+center, -32;
			  InInventory PowerEnviroSuit { drawimage "PF_SUIT", -17+center, -32; }
			}
		}

		gamemode deathmatch
		{
			drawnumber 3, BigFont, red, frags, -3, 1;
		}

		// POWERUP Stuff

		// Not ideal. The bar graphic overlaps itself if you get more than two items.
		InInventory PowerScanner, 1 || PowerEnviroSuit, 1 { drawimage "FS_POWER", 0, -79; }
		InInventory PowerNoDrown, 1 { drawimage "FS_POWER", 0, -79; }
		InInventory PowerEnergyDrink, 1 || Power2xDamage, 1 { drawimage "FS_POWER", 0, -79; }
		InInventory PowerInvulnerable, 1 && PowerFlight, 1 { drawimage "FS_POWER", 0, -79; }

		InInventory PowerScanner {
			drawimage "PF_ANTEN", -17+center, -32;
			drawbar "PW_SCAN", "PW_NULL", PowerupTime FullScanner, horizontal, 3, -64;
		}
		
		InInventory PowerInvulnerable && PowerFlight {
			drawimage "PF_HALO", -17+center, -32;
			drawbar "PW_ANGEL", "PW_NULL", PowerupTime HolyGodMode, horizontal, 3, -64;
		}
		
		InInventory Power2xDamage {
			drawimage "PF_HORNS", -17+center, -32;
			drawbar "PW_DEVIL", "PW_NULL", PowerupTime DevilSphere, horizontal, 3, -64;
		}

		InInventory PowerEnergyDrink {
			drawimage "PF_BUBBL", -17+center, -32;
			drawbar "PW_SPEED", "PW_NULL", PowerupTime Powerzade, horizontal, 3, -64;
		}

		InInventory PowerEnviroSuit {
			drawimage "PF_SUIT", -17+center, -32;
			drawbar "PW_SUIT", "PW_NULL", PowerupTime EnviroSuit, horizontal, 3, -64;
		}

		InInventory PowerNoDrown {
			drawimage "PF_BOWL", -17+center, -32;
			drawimage "BOWLSCRL", 0, 0;
			drawimage "BOWLSCRR", -65, -201;
			drawbar "PW_AIR", "PW_NULL", PowerupTime FishTank, horizontal, 3, -64;
		}
	}
}

statusbar normal // Standard Doom Status bar
{
	InInventory NOT IntermissionModeItem, 1 || CutsceneModeItem, 1
	{
		drawimage translatable "SQSTBAR", 0, 168;
		drawnumber 3, BigFont, red, health, 102, 170;
		drawnumber 3, BigFont, red, armor, 224, 170;

		drawnumber 3, BigFont, red, ammo1, 49, 170;
		usessecondaryammo { drawnumber 3, SmallFont, red, ammo2, 16, 177; }
		
		InInventory GoonadeThrowCheck, 1 {
			drawimage "GNMETER1", 128, 152;
		}
		InInventory GoonadeThrowCheck, 2 {
			drawimage "GNMETER2", 128, 152;
		}
		InInventory GoonadeThrowCheck, 3 {
			drawimage "GNMETER3", 128, 152;
		}
		InInventory GoonadeThrowCheck, 4 {
			drawimage "GNMETER4", 128, 152;
		}
		InInventory GoonadeThrowCheck, 5 {
			drawimage "GNMETER5", 128, 152;
		}

		//keys
		
		drawswitchableimage keyslot 2, "nullimage", "STKEYS0", 230, 171;
		drawswitchableimage keyslot 3, "nullimage", "STKEYS1", 230, 181;
		drawswitchableimage keyslot 1, "nullimage", "STKEYS2", 230, 191;
		drawswitchableimage keyslot 5, "nullimage", "STKEYS3", 230, 171;
		drawswitchableimage keyslot 6, "nullimage", "STKEYS4", 230, 181;
		drawswitchableimage keyslot 4, "nullimage", "STKEYS5", 230, 191;
		
		drawswitchableimage keyslot 8, "nullimage", "STKEYSF1", 230, 171;
		drawswitchableimage keyslot 9, "nullimage", "STKEYSF2", 230, 181;
		drawswitchableimage keyslot 10, "nullimage", "STKEYSF3", 230, 191;

		drawswitchableimage keyslot 11, "nullimage", "STKEYSS", 230, 171;
		drawswitchableimage keyslot 12, "nullimage", "STKEYSC", 230, 181;
		drawswitchableimage keyslot 13, "nullimage", "STKEYSD", 230, 191;
		drawswitchableimage keyslot 14, "nullimage", "STKEYSCD", 230, 171;
		
		drawswitchableimage keyslot 16, "nullimage", "STKEYS6", 230, 171;
		drawswitchableimage keyslot 17, "nullimage", "STKEYSO", 230, 171;
		
		drawswitchableimage keyslot 7, "nullimage", "STKEYS7", 230, 181;
		drawswitchableimage keyslot 15, "nullimage", "STKEYS8", 230, 191;

		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo PaintAmmo, 263, 169;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo OoziAmmo, 263, 175;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo ShotboltAmmo, 263, 181;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo HellShellAmmo, 263, 187;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo MarbleAmmo, 263, 193;

		drawbar "AMMHBAR1", "AMMHBARE", ammo PaintAmmo, horizontal, 265, 170;
		drawbar "AMMHBAR2", "AMMHBARE", ammo OoziAmmo, horizontal, 265, 176;
		drawbar "AMMHBAR3", "AMMHBARE", ammo ShotboltAmmo, horizontal, 265, 182;
		drawbar "AMMHBAR4", "AMMHBARE", ammo HellShellAmmo, horizontal, 265, 188;
		drawbar "AMMHBAR5", "AMMHBARE", ammo MarbleAmmo, horizontal, 265, 194;

		drawswitchableimage NumberofGoonades, "nullimage", "FS_NADES", 304, 156;
		drawnumber 1, INDEXFONT_DOOM, white, ammo NumberofGoonades, whennotzero, 319, 162;

		gamemode deathmatch, teamgame
		{
			drawnumber 2, BigFont, red, frags, 139, 170;
		}
		gamemode cooperative, singleplayer
		{
			drawimage translatable "SQSTARMS", 104, 168;
			drawswitchableimage NumberOfGoonades && Oozi, "STNNUM2", "STYNUM2", "STYNUM2", "STYNUM2", 111, 172; 
			drawswitchableimage weaponslot 3, "STNNUM3", "STYNUM3", 122, 172;
			drawswitchableimage weaponslot 4, "STNNUM4", "STYNUM4", 133, 172;
			drawswitchableimage weaponslot 5, "STNNUM5", "STYNUM5", 111, 182;
			drawswitchableimage weaponslot 6, "STNNUM6", "STYNUM6", 122, 182;
			drawswitchableimage weaponslot 7, "STNNUM7", "STYNUM7", 133, 182;
		}
		drawselectedinventory alternateonempty, INDEXFONT, 143, 168
		{
			InInventory PowerEnviroSuit { drawimage "PF_SUIT", 143, 168;  }
			drawmugshot "STF", 5, 143, 168;
			
			IsSelected SauceWeapon
			{
				drawimage translatable "PF_YIKES", 143, 168;
				InInventory PowerEnviroSuit { drawimage "PF_SUIT", 143, 168; }
			}
		}
		
		// POWERUP Stuff
		
		// Not ideal. The bar graphic overlaps itself if you get more than two items.
		InInventory PowerScanner, 1 || PowerEnviroSuit, 1 { drawimage "FS_POWER", 0, 141; }
		InInventory PowerNoDrown, 1 { drawimage "FS_POWER", 0, 141; }
		InInventory PowerEnergyDrink, 1 || Power2xDamage, 1 { drawimage "FS_POWER", 0, 141; }
		InInventory PowerInvulnerable, 1 && PowerFlight, 1 { drawimage "FS_POWER", 0, 141; }

		InInventory PowerScanner {
			drawimage "PF_ANTEN", 143, 168;
			drawbar "PW_SCAN", "PW_NULL", PowerupTime FullScanner, horizontal, 3, 156;
		}
		
		InInventory PowerInvulnerable && PowerFlight {
			drawimage "PF_HALO", 143, 168;
			drawbar "PW_ANGEL", "PW_NULL", PowerupTime HolyGodMode, horizontal, 3, 156;
		}
		
		InInventory Power2xDamage {
			drawimage "PF_HORNS", 143, 168;
			drawbar "PW_DEVIL", "PW_NULL", PowerupTime DevilSphere, horizontal, 3, 156;
		}

		InInventory PowerEnergyDrink {
			drawimage "PF_BUBBL", 143, 168;
			drawbar "PW_SPEED", "PW_NULL", PowerupTime Powerzade, horizontal, 3, 156;
		}

		InInventory PowerEnviroSuit {
			drawimage "PF_SUIT", 143, 168;
			drawbar "PW_SUIT", "PW_NULL", PowerupTime EnviroSuit, horizontal, 3, 156;
		}

		InInventory PowerNoDrown {
			drawimage "PF_BOWL", 143, 168;
			drawimage "BOWLSCRL", 0, 0;
			drawimage "BOWLSCRR", 255, 30;
			drawbar "PW_AIR", "PW_NULL", PowerupTime FishTank, horizontal, 3, 156;
		}

	}
	
	InInventory IntermissionModeItem, 1
	{
		drawimage translatable "SQSTBRI", 0, 168;
	}

	InInventory CutsceneModeItem, 1
	{
		drawimage translatable "SQSTBRC", 0, 168;
	}

}
