height 0;
interpolatehealth true;

statusbar normal, fullscreenoffsets
{
InInventory not Cutscenehidden {
    //Hud main
	DrawImage "HUD5A0",0, -60;
    //health
    drawnumber 3, HUDFONT_DOOM, orange, health, drawshadow, 55, -22, darkred, 30, darkgreen, 60;

    //armor
    drawnumber 3, HUDFONT_DOOM, darkgreen, armor, drawshadow, whennotzero, 130, -22;

    //Radiation
    drawbar "HUD2A0", "HUD1A0", Radiationcount, horizontal, 28, -57, 2;
	
	//Inventory
	drawselectedinventory artiflash, smallfont, 160, -35, 170, -40, gold;
	drawswitchableimage PowerRegeneration, "nullimage", "HUD4A0", -30, 0;
	drawswitchableimage Powerironfeet, "nullimage", "HUD7A0", -30, 30;
	drawswitchableimage PowerDoubleFiringSpeed, "nullimage", "HUD8A0", -30, 60;

IfCVarInt hud_vertical, 0, equal //horizontal hud
{	
   DrawImage "HUD6A0",-300, -96;
	IsSelected PolicePistolHP, SuppressedPistolHP
	{
	   DrawImage "HUD6C0",-300, -96;
	}
	IsSelected PolicePistolHP2, SuppressedPistolHP2
	{
	   DrawImage "HUD6C0",-300, -96;
	}
		IsSelected XBOW2, XBOW4
	{
	   DrawImage "HUD6E0",-300, -96;
	}
	IsSelected NAPALMGUN2
	{
	InInventory NapalmMaxxed, 12 
	{
	    DrawImage "HUD6G0",-300, -96;
	}
	}
	IsSelected NAPALMGUN3
	{
	InInventory NapalmMaxxed, 9 
	{
	    DrawImage "HUD6G0",-300, -96;
	}
	}
    //ammo
    drawnumber 3, HUDFONT_DOOM, green, ammo1, drawshadow, -220, -28;
	drawnumber 3, HUDFONT_DOOM, green, ammo2, drawshadow, -170, -28;
	drawnumber 3, smallfont, yellow, ammo NineMilammo, -104, -67;
	drawnumber 3, smallfont, orange, ammocapacity NineMilammo, -79, -67;
	drawnumber 3, smallfont, yellow, ammo Hollowpointammo, -104, -50;
	drawnumber 3, smallfont, orange, ammocapacity Hollowpointammo, -79, -50;
    drawnumber 3, smallfont, yellow, ammo shotgunammo, -104, -32;
	drawnumber 3, smallfont, orange, ammocapacity shotgunammo, -79, -32;
	drawnumber 3, smallfont, yellow, ammo rifleammo, -104, -16;
	drawnumber 3, smallfont, orange, ammocapacity rifleammo, -79, -16;
	drawnumber 2, smallfont, yellow, ammo pipeammo, -42, -67;
	drawnumber 2, smallfont, orange, ammocapacity pipeammo, -13, -67;
	drawnumber 2, smallfont, yellow, ammo napalmammo, -42, -50;
	drawnumber 2, smallfont, orange, ammocapacity napalmammo, -13, -50;
	drawnumber 3, smallfont, yellow, ammo xbowammo, -42, -32;
	drawnumber 3, smallfont, orange, ammocapacity xbowammo, -13, -32;
	drawnumber 3, smallfont, yellow, ammo EXbowAmmo, -42, -16;
	drawnumber 3, smallfont, orange, ammocapacity EXbowAmmo, -13, -16;
	
	//CHIPS!!
	drawnumber 5, smallfont, yellow, ammo Chips, interpolate(50),-185, -58;
	
	
	//Battery Level
	drawbar "STBAT2", "STBAT1", Batteries, vertical, -296, -48;
	drawnumber 3, smallfont, gold, batteryreload, drawshadow, -309, -14;
    gamemode deathmatch
    {
        drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;
    }
    gamemode singleplayer, cooperative, teamgame
    {
    drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", -279, -22;
    drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", -279, -39;
    drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", -279, -54;
    }
}
IfCVarInt hud_vertical, 1, equal //vertical hud
{	
    DrawImage "HUD6B0",-140, -176;
	IsSelected PolicePistolHP, SuppressedPistolHP
	{
	   DrawImage "HUD6D0",-140, -176;
	}
	IsSelected PolicePistolHP2, SuppressedPistolHP2
	{
	   DrawImage "HUD6D0",-140, -176;
	}
	IsSelected XBOW2, XBOW4
	{
	   DrawImage "HUD6F0",-140, -176;
	}
	IsSelected NAPALMGUN2
	{
	InInventory NapalmMaxxed, 12 
	{
	    DrawImage "HUD6H0",-140, -176;
	}
	}
	IsSelected NAPALMGUN3
	{
	InInventory NapalmMaxxed, 9 
	{
	    DrawImage "HUD6H0",-140, -176;
	}
	}
    //ammo
    drawnumber 3, HUDFONT_DOOM, green, ammo1, drawshadow, -62, -28;
	drawnumber 3, HUDFONT_DOOM, green, ammo2, drawshadow, -12, -28;
	drawnumber 3, smallfont, yellow, ammo NineMilammo, -65, -165;
	drawnumber 3, smallfont, orange, ammocapacity NineMilammo, -25, -165;
	drawnumber 3, smallfont, yellow, ammo HollowPointammo, -65, -151;
	drawnumber 3, smallfont, orange, ammocapacity HollowPointammo, -25, -151;
    drawnumber 3, smallfont, yellow, ammo shotgunammo, -65, -138;
	drawnumber 3, smallfont, orange, ammocapacity shotgunammo, -25, -138;
	drawnumber 3, smallfont, yellow, ammo rifleammo, -65, -127;
	drawnumber 3, smallfont, orange, ammocapacity rifleammo, -25, -127;
	drawnumber 2, smallfont, yellow, ammo napalmammo, -65, -104;
	drawnumber 2, smallfont, orange, ammocapacity napalmammo, -25, -104;
	drawnumber 2, smallfont, yellow, ammo pipeammo, -65, -115;
	drawnumber 2, smallfont, orange, ammocapacity pipeammo, -25, -115;
	drawnumber 2, smallfont, yellow, ammo xbowammo, -65, -90;
	drawnumber 2, smallfont, orange, ammocapacity xbowammo, -25, -90;
	drawnumber 2, smallfont, yellow, ammo exbowammo, -65, -75;
	drawnumber 2, smallfont, orange, ammocapacity exbowammo, -25, -75;
	
	//CHIPS!!
	drawnumber 5, smallfont, yellow, ammo Chips, interpolate(50),-25, -58;
	
	
	//Battery Level
	drawbar "STBAT2", "STBAT1", Batteries, vertical, -137, -48;
	drawnumber 3, smallfont, gold, batteryreload, drawshadow, -149, -14;
    gamemode deathmatch
    {
        drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;
    }
    gamemode singleplayer, cooperative, teamgame
    {
    drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", -120, -23;
    drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", -120, -40;
    drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", -120, -55;
    }
}
}
}
statusbar fullscreen, forcescaled, fullscreenoffsets
{
InInventory not Cutscenehidden {
    //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, 160, -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", Radiationcount, 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;
}