Height 0;
Interpolatehealth true, 3;
InterpolateArmor true, 3;

statusbar normal, fullscreenoffsets
{
    //Main HUD
	DrawImage "BHMAIN",0, -74;
	
    //Health tally
    drawnumber 3, HUDFONT_BTALLY, Untranslated, health, fillzeros, 68, -33;

    //Armor tally
    drawnumber 3, HUDFONT_BTALLY, Untranslated, armor, fillzeros, 133, -33;

    //Radiation bar
    drawbar "BHRBF", "BHRBE", Radcount, horizontal, interpolate(1), 25, -60, 0;
	
	//Inventory slot
	drawselectedinventory artiflash, smallfont, 158, -40, 183, -19, gold;
	drawswitchableimage PowerRegeneration, "nullimage", "HUD4A0", -30, 0;
	drawswitchableimage Powerironfeet, "nullimage", "HUD7A0", -30, 30;
	drawswitchableimage PowerDoubleFiringSpeed, "nullimage", "HUD8A0", -30, 60;
	
	//Wire overlay
	//DrawImage "BHMAINW",123, -45;
	
	//Health level alert lights
	IfHealth not 30
	{
		DrawImage "BHMAINR",69, -39;
	}
	Else IfHealth not 60
	{
		DrawImage "BHMAINY",69, -39;
	}

IfCVarInt hud_vertical, 0, equal //No extra ammo counters
{	
	//Secondary HUD
	DrawImage "BHSCND",-152, -64;
	
    //Ammo
	UsesSecondaryAmmo
	{
		DrawImage "BHSCNDS",-69, -35; //Slash between ammo1 and ammo2
		drawnumber 3, HUDFONT_NIXIE, untranslated, ammo1, alignment(right), -69, -36;
		drawnumber 3, HUDFONT_NIXIE, untranslated, ammo2, alignment(right), -16, -36;
	}
	Else
	{
		drawnumber 3, HUDFONT_NIXIE, untranslated, ammo1, alignment(right), -69, -36;
	}
	
	//Broken glass overlay
	DrawImage "BHSCNDB1",-81, -40;
	DrawImage "SHSCNDB2",-42, -40;
	
	//Shadow
	DrawImage "BHSCNDAS",-113, -41;

	//Chips
	drawnumber 5, HUDFONT_STALLY, Untranslated, ammo Chips, interpolate(50), fillzeros,-15, -60;
	
	//Battery Level
	InInventory AmmoPack
	{
		DrawImage "BHBTRYEE", -152, -48;
		InInventory Batteries, 10
		{
			DrawImage "BHBTRYFE", -152, -12;
			InInventory Batteries, 35
			{
				DrawImage "BHBTRYFE", -152, -17;
				InInventory Batteries, 60
				{
					DrawImage "BHBTRYFE", -152, -22;
					InInventory Batteries, 85
					{
						DrawImage "BHBTRYFE", -152, -27;
						InInventory Batteries, 110
						{
							DrawImage "BHBTRYFE", -152, -32;
							InInventory Batteries, 135
							{
								DrawImage "BHBTRYFE", -152, -37;
								InInventory Batteries, 160
								{
									DrawImage "BHBTRYFE", -152, -42;
									InInventory Batteries, 185
									{
										DrawImage "BHBTRYFE", -152, -47;
	}}}}}}}}}
	Else
	{
		DrawImage "BHBTRYE", -152, -48;
		InInventory Batteries, 1
		{
			DrawImage "BHBTRYF", -152, -15;
			InInventory Batteries, 15
			{
				DrawImage "BHBTRYF", -152, -23;
				InInventory Batteries, 40
				{
					DrawImage "BHBTRYF", -152, -31;
					InInventory Batteries, 65
					{
						DrawImage "BHBTRYF", -152, -39;
						InInventory Batteries, 90
						{
							DrawImage "BHBTRYF", -152, -47;					
	}}}}}}
	
    gamemode deathmatch
    {
        drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;
    }
	
	//Keys
	InInventory RedSkull || YellowSkull
	{
		InInventory RedSkull && YellowSkull
		{
			InInventory BlueSkull
			{
				InInventory not RedCard || YellowCard
					InInventory not BlueCard
						DrawImage "BHKEYA", -140, -25;
					Else
						DrawImage "BHKEYA", -140, -45;
				Else
					DrawImage "BHKEYA", -140, -45;
			}
			Else
			{
				InInventory not RedCard || YellowCard
					InInventory not BlueCard
						DrawImage "BHKEYRY", -140, -25;
					Else
						DrawImage "BHKEYRY", -140, -45;
				Else
					DrawImage "BHKEYRY", -140, -45;
			}
		}
		Else InInventory RedSkull && BlueSkull
		{
			InInventory not RedCard || YellowCard
				InInventory not BlueCard
					DrawImage "BHKEYRB", -140, -25;
				Else
					DrawImage "BHKEYRB", -140, -45;
			Else
				DrawImage "BHKEYRB", -140, -45;
		}
		Else InInventory YellowSkull && BlueSkull
		{
			InInventory not RedCard || YellowCard
				InInventory not BlueCard
					DrawImage "BHKEYYB", -140, -25;
				Else
					DrawImage "BHKEYYB", -140, -45;
			Else
				DrawImage "BHKEYYB", -140, -45;
		}
		Else InInventory not RedSkull
		{
			InInventory not RedCard || YellowCard
				InInventory not BlueCard
					DrawImage "BHKEYY", -140, -25;
				Else
					DrawImage "BHKEYY", -140, -45;
			Else
				DrawImage "BHKEYY", -140, -45;
		}
		Else
		{
			InInventory not RedCard || YellowCard
				InInventory not BlueCard
					DrawImage "BHKEYR", -140, -25;
				Else
					DrawImage "BHKEYR", -140, -45;
			Else
				DrawImage "BHKEYR", -140, -45;
		}
	}
	Else InInventory BlueSkull 
	{
		InInventory not RedCard || YellowCard
			InInventory not BlueCard
				DrawImage "BHKEYB", -140, -25;
			Else
				DrawImage "BHKEYB", -140, -45;
		Else
			DrawImage "BHKEYB", -140, -45;
	}
	
	InInventory YellowCard
	{
		DrawImage "BHCARDY", -140, -30;
	}
	InInventory BlueCard
	{
		DrawImage "BHCARDB", -140, -27;
	}
	InInventory RedCard
	{
		DrawImage "BHCARDR", -140, -24;
	}
	
	//Key slot cover
	InInventory not RedSkull || YellowSkull
	{
		InInventory not BlueSkull
		{
			InInventory not RedCard || YellowCard
			{
				InInventory not BlueCard
				{
					DrawImage "BHKSCF",-139, -45;
				}
				Else
				{
					DrawImage "BHKSCH2",-139, -45;
				}
			}
			Else
			{

				DrawImage "BHKSCH2",-139, -45;
			}
		}
		Else InInventory not RedCard || YellowCard
		{
			InInventory not BlueCard
			{
				DrawImage "BHKSCH1",-139, -45;
			}
		}
	}
	Else InInventory not RedCard || YellowCard
	{
		InInventory not BlueCard
		{
			DrawImage "BHKSCH1",-139, -45;
		}
	}
}
IfCVarInt hud_vertical, 1, equal //vertical hud
{	
    //extra ammo counters
	//drawnumber 3, smallfont, yellow, ammo fortyfiveammo, -65, -144;
	//drawnumber 3, smallfont, orange, ammocapacity fortyfiveammo, -25, -144;
	//drawnumber 3, smallfont, yellow, ammo NineMilammo, -65, -132;
	//drawnumber 3, smallfont, orange, ammocapacity NineMilammo, -25, -132;
	//drawnumber 3, smallfont, yellow, ammo shotgunammo, -65, -120;
	//drawnumber 3, smallfont, orange, ammocapacity shotgunammo, -25, -120;
	//drawnumber 2, smallfont, yellow, ammo slugammo, -65, -108;
	//drawnumber 2, smallfont, orange, ammocapacity slugammo, -25, -108;
	//drawnumber 2, smallfont, yellow, ammo pipeammo, -65, -84;
	//drawnumber 2, smallfont, orange, ammocapacity pipeammo, -25, -84;
	//drawnumber 2, smallfont, yellow, ammo napalmammo, -65, -96;
	//drawnumber 2, smallfont, orange, ammocapacity napalmammo, -25, -96;
	//drawnumber 3, smallfont, yellow, ammo falammo, -65, -72;
	//drawnumber 3, smallfont, orange, ammocapacity falammo, -25, -72;
	
	//Secondary HUD
	DrawImage "BHSCND",-152, -64;
	
    //Ammo
	UsesSecondaryAmmo
	{
		DrawImage "BHSCNDS",-69, -35; //Slash between ammo1 and ammo2
		drawnumber 3, HUDFONT_NIXIE, untranslated, ammo1, alignment(right), -69, -36;
		drawnumber 3, HUDFONT_NIXIE, untranslated, ammo2, alignment(right), -16, -36;
	}
	Else
	{
		drawnumber 3, HUDFONT_NIXIE, untranslated, ammo1, alignment(right), -69, -36;
	}
	
	//Broken glass overlay
	DrawImage "BHSCNDB1",-81, -40;
	DrawImage "SHSCNDB2",-42, -40;
	
	//Shadow
	DrawImage "BHSCNDAS",-113, -41;

	//Chips
	drawnumber 5, HUDFONT_STALLY, Untranslated, ammo Chips, interpolate(50), fillzeros,-15, -60;
	
	//Battery Level
	InInventory AmmoPack
	{
		DrawImage "BHBTRYEE", -152, -48;
		InInventory Batteries, 10
		{
			DrawImage "BHBTRYFE", -152, -12;
			InInventory Batteries, 35
			{
				DrawImage "BHBTRYFE", -152, -17;
				InInventory Batteries, 60
				{
					DrawImage "BHBTRYFE", -152, -22;
					InInventory Batteries, 85
					{
						DrawImage "BHBTRYFE", -152, -27;
						InInventory Batteries, 110
						{
							DrawImage "BHBTRYFE", -152, -32;
							InInventory Batteries, 135
							{
								DrawImage "BHBTRYFE", -152, -37;
								InInventory Batteries, 160
								{
									DrawImage "BHBTRYFE", -152, -42;
									InInventory Batteries, 185
									{
										DrawImage "BHBTRYFE", -152, -47;
	}}}}}}}}}
	Else
	{
		DrawImage "BHBTRYE", -152, -48;
		InInventory Batteries, 1
		{
			DrawImage "BHBTRYF", -152, -15;
			InInventory Batteries, 15
			{
				DrawImage "BHBTRYF", -152, -23;
				InInventory Batteries, 40
				{
					DrawImage "BHBTRYF", -152, -31;
					InInventory Batteries, 65
					{
						DrawImage "BHBTRYF", -152, -39;
						InInventory Batteries, 90
						{
							DrawImage "BHBTRYF", -152, -47;					
	}}}}}}
	
    gamemode deathmatch
    {
        drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;
    }
	
	//Keys
	InInventory RedSkull || YellowSkull
	{
		InInventory RedSkull && YellowSkull
		{
			InInventory BlueSkull
			{
				InInventory not RedCard || YellowCard
					InInventory not BlueCard
						DrawImage "BHKEYA", -140, -25;
					Else
						DrawImage "BHKEYA", -140, -45;
				Else
					DrawImage "BHKEYA", -140, -45;
			}
			Else
			{
				InInventory not RedCard || YellowCard
					InInventory not BlueCard
						DrawImage "BHKEYRY", -140, -25;
					Else
						DrawImage "BHKEYRY", -140, -45;
				Else
					DrawImage "BHKEYRY", -140, -45;
			}
		}
		Else InInventory RedSkull && BlueSkull
		{
			InInventory not RedCard || YellowCard
				InInventory not BlueCard
					DrawImage "BHKEYRB", -140, -25;
				Else
					DrawImage "BHKEYRB", -140, -45;
			Else
				DrawImage "BHKEYRB", -140, -45;
		}
		Else InInventory YellowSkull && BlueSkull
		{
			InInventory not RedCard || YellowCard
				InInventory not BlueCard
					DrawImage "BHKEYYB", -140, -25;
				Else
					DrawImage "BHKEYYB", -140, -45;
			Else
				DrawImage "BHKEYYB", -140, -45;
		}
		Else InInventory not RedSkull
		{
			InInventory not RedCard || YellowCard
				InInventory not BlueCard
					DrawImage "BHKEYY", -140, -25;
				Else
					DrawImage "BHKEYY", -140, -45;
			Else
				DrawImage "BHKEYY", -140, -45;
		}
		Else
		{
			InInventory not RedCard || YellowCard
				InInventory not BlueCard
					DrawImage "BHKEYR", -140, -25;
				Else
					DrawImage "BHKEYR", -140, -45;
			Else
				DrawImage "BHKEYR", -140, -45;
		}
	}
	Else InInventory BlueSkull 
	{
		DrawImage "BHKEYB", -140, -45;
	}
	
	InInventory YellowCard
	{
		DrawImage "BHCARDY", -140, -30;
	}
	InInventory BlueCard
	{
		DrawImage "BHCARDB", -140, -27;
	}
	InInventory RedCard
	{
		DrawImage "BHCARDR", -140, -24;
	}
	
	//Key slot cover
	InInventory not RedSkull || YellowSkull
	{
		InInventory not BlueSkull
		{
			InInventory not RedCard || YellowCard
			{
				InInventory not BlueCard
				{
					DrawImage "BHKSCF",-139, -45;
				}
				Else
				{
					DrawImage "BHKSCH2",-139, -45;
				}
			}
			Else
			{

				DrawImage "BHKSCH2",-139, -45;
			}
		}
		Else InInventory not RedCard || YellowCard
		{
			InInventory not BlueCard
			{
				DrawImage "BHKSCH1",-139, -45;
			}
		}
	}
	Else InInventory not RedCard || YellowCard
	{
		InInventory not BlueCard
		{
			DrawImage "BHKSCH1",-139, -45;
		}
	}
}
}
statusbar fullscreen, forcescaled, fullscreenoffsets
{
    //health
	drawimage "HUD_HLTH",40, -30;
    drawnumber 3, HUDFONT_DOOM, orange, health, drawshadow, 55, -28, darkred, 30, darkgreen, 60;
    //armor
	drawimage "HUD_ARMR",115, -30;
    drawnumber 3, HUDFONT_DOOM, darkgreen, armor, drawshadow, whennotzero, 130, -28;

    //ammo
    drawnumber 3, smallfont, gray, ammo1, drawshadow, -62, -28;
	drawnumber 3, smallfont, gray, ammo2, drawshadow, -30, -28;
	
	//Battery Level
	drawbar "HUDBAT2", "HUDBAT1", Batteries, horizontal,reverse, -62, -16;
	
	//CHIPS!!
	drawimage "HUD_CHIP",-50, -58;
	drawnumber 5, smallfont, yellow, ammo Chips, interpolate(15), -30, -56;
	
	//Inventory
	drawselectedinventory artiflash, smallfont, 161, -35, 170, -40, gold;	
	drawswitchableimage PowerRegeneration, "nullimage", "HUD4A0", -30, 0;
	drawswitchableimage Powerironfeet, "nullimage", "HUD7A0", -30, 30;
	drawswitchableimage PowerDoubleFiringSpeed, "nullimage", "HUD8A0", -30, 60;
	
	//Radiation
	drawimage "HUD_RADS",15, -57;
    drawbar "MIN_RAD", "MIN_FIL", Radcount, horizontal, 30, -57, 2;
	
    gamemode deathmatch
    {
        drawnumber 2, HUDFONT_DOOM, brick, frags, drawshadow, -3, 1;
    }
    gamemode singleplayer, cooperative, teamgame
    {
    drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS0", "STKEYS0", -118, -20;
    drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS1", "STKEYS1", -118, -37;
    drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS2", "STKEYS2", -118, -52;
    }
}

statusbar inventory // Standard bar overlay (ZDoom Addition)
{
    drawinventorybar Doom, 7, INDEXFONT,50, 170;
}

statusbar inventoryfullscreen // ZDoom HUD overlay.
{
    drawinventorybar Doom, translucent, 7, INDEXFONT, 50, 170;
}