base Doom;
height 0;
//resolution 640, 400;

statusbar Fullscreen, Fullscreenoffsets
{

    // Sigil Indicator, for Strife.
    InInventory SigilSplinter1{drawimage "I_SGL1", 200, -32;}
	InInventory SigilSplinter2{drawimage "I_SGL2", 200, -32;}
	InInventory SigilSplinter3{drawimage "I_SGL3", 200, -32;}
	InInventory SigilSplinter4{drawimage "I_SGL4", 200, -32;}
	InInventory SigilSplinter5{drawimage "I_SGL5", 200, -32;}
  
  

  // Health ---------------------------------------------------------------------------------------------

  drawimage "H_BGLEFT", 10, -90; // Left background
  
  drawmugshot "STF", 5, 19, -74;

    // Draw berserk icon instead of health icon if the berserk pack is in inventory
    InInventory PowerStrength
    {
      drawimage "H_ICNBSK", 79, -78;
    }

    InInventory not PowerStrength
    {
      drawimage "H_ICNHP", 79, -78;
    }

    drawimage "H_BRFRMX", 98, -79; // Bar frame

// Non ACS Health
      drawbar "H_BRFILR", "H_BRFBGR", health, horizontal, 101, -76;
      drawnumber 3, HUDFONT2_DOOM, White, health, 242, -78;

  

  // Armor ----------------------------------------------------------------------------------------------

  // I use blue because I think this is borderlands. (No ACS!)

      drawimage "H_ICNARB", 79, -52;  // Draw the blue icon because no ACS :P
      drawimage "H_BRFRMX", 98, -53; // Bar frame
      drawbar "H_BRFILX", "H_BRFBGX", armor , horizontal, 101	, -50; // Bar (over 100)
      drawnumber 3, HUDFONT2_DOOM, White, armor, 242, -52; // Counter


  

  // Keys -----------------------------------------------------------------------------------------------
        //Doom Keys
		InInventory BlueCard, 1 {drawimage "STKEYS0", 83, -23;}
        InInventory YellowCard, 1 {drawimage "STKEYS1", 101, -23;}
        InInventory RedCard, 1 {drawimage "STKEYS2", 119, -23;}
        InInventory BlueSkull, 1 {drawimage "STKEYS3", 137, -23;}
        InInventory YellowSkull, 1 {drawimage "STKEYS4", 155, -23;}
        InInventory RedSkull, 1 {drawimage "STKEYS5", 173, -23;}
		 //Chex keys
        InInventory ChexBlueCard, 1 {drawimage "CXKEYS0", 80, -23;}
        InInventory ChexYellowCard, 1 {drawimage "CXKEYS1", 98, -23;}
        InInventory ChexRedCard, 1 {drawimage "CXKEYS2", 116, -23;}
        InInventory BlueFlemKey, 1 {drawimage "CXKEYS3", 134, -23;}
        InInventory YellowFlemKey, 1 {drawimage "CXKEYS4", 151, -23;}
        InInventory RedFlemKey, 1 {drawimage "CXKEYS5", 170, -23;}
		//Heretic Keys
		InInventory KeyYellow, 1 {drawimage "YKEYICON", 81, -23;}
        InInventory KeyGreen, 1 {drawimage "GKEYICON", 99, -23;}
        InInventory KeyBlue, 1 {drawimage "BKEYICON", 117, -23;}
		//Hexen Keys
        InInventory KeyEmerald, 1 {drawimage "HEXKEY5", 77, -20;}
        InInventory KeySilver, 1 {drawimage "HEXKEY7", 96, -20;}
        InInventory KeyFire, 1 {drawimage "HEXKEY4", 114, -20;}
		InInventory KeySteel, 1 {drawimage "HEXKEY1", 132, -20;}
        InInventory KeyCave, 1 {drawimage "HEXKEY2", 150, -20;}
        InInventory KeyAxe, 1 {drawimage "HEXKEY3", 172, -23;}
        InInventory KeyDungeon, 1 {drawimage "HEXKEY6", 86, -27;}
        InInventory KeyRusted, 1 {drawimage "HEXKEY8", 104, -27;}
        InInventory KeyHorn, 1 {drawimage "HEXKEY9", 122, -27;}
        InInventory KeySwamp, 1 {drawimage "HEXKEYA", 142, -27;}
        InInventory KeyCastle, 1 {drawimage "HEXKEYB", 157, -27;}
				//Strife keys, because I love it so much.
		InInventory BaseKey, 1 {drawimage "STRIKEY1", 78, -20;}
		InInventory GovsKey, 1 {drawimage "STRIKEY2", 97, -20;}
		InInventory PassCard, 1 {drawimage "STRIKEY3", 115, -20;}
		InInventory IDBadge, 1 {drawimage "STRIKEY4", 133, -20;}
		InInventory PrisonKey, 1 {drawimage "STRIKEY5", 151, -19;}
		InInventory SeveredHand, 1 {drawimage "STRIKEY6", 170, -19;}
		InInventory Power1Key, 1 {drawimage "STRIKEY7", 87, -27;}
		InInventory Power2Key, 1 {drawimage "STRIKEY8", 105, -27;}
		InInventory Power3Key, 1 {drawimage "STRIKEY9", 123, -27;}
		InInventory GoldKey, 1 {drawimage "STRIKEYA", 143, -27;}
		InInventory IDCard, 1 {drawimage "STRIKEYB", 160, -27;}
		InInventory SilverKey, 1 {drawimage "STRIKEYC", 178, -27;}
		InInventory OracleKey, 1 {drawimage "STRIKEYD", 87, -20;}
		InInventory MilitaryID, 1 {drawimage "STRIKEYE", 105, -20;}
		InInventory OrderKey, 1 {drawimage "STRIKEYF", 123, -20;}
		InInventory BrassKey, 1 {drawimage "STRIKEYG", 143, -20;}
		InInventory RedCrystalKey, 1 {drawimage "STRIKEYH", 160, -20;}
		InInventory BlueCrystalKey, 1 {drawimage "STRIKEYI", 178, -20;}
		InInventory ChapelKey, 1 {drawimage "STRIKEYJ", 78, -27;}
		InInventory CatacombKey, 1 {drawimage "STRIKEYK", 97, -27;}
		InInventory CoreKey, 1 {drawimage "STRIKEYL", 115, -27;}
		InInventory MaulerKey, 1 {drawimage "STRIKEYM", 133, -27;}
		InInventory FactoryKey, 1 {drawimage "STRIKEYN", 151, -27;}
		InInventory MineKey, 1 {drawimage "STRIKEYO", 170, -27;}

		
	//  drawswitchableimage keyslot 2, "nullimage", "STKEYS0", 83, -23; // Blue card
//  drawswitchableimage keyslot 3, "nullimage", "STKEYS1", 101, -23; // Yellow card
//  drawswitchableimage keyslot 1, "nullimage", "STKEYS2", 119, -23; // Red card
//  drawswitchableimage keyslot 5, "nullimage", "STKEYS3", 137, -23; // Blue skull
//  drawswitchableimage keyslot 6, "nullimage", "STKEYS4", 155, -23; // Yellow skull
//  drawswitchableimage keyslot 4, "nullimage", "STKEYS5", 173, -23; // Red skull

  // Tally/Map ----------------------------------------------------------------------------------------------

  drawimage "H_BGTLY1", 10, 10; // Top tally background
  drawimage "H_BGTLY1", 10, 33; // Top tally background
  drawimage "H_BGTLY2", 10, 56; // Middle tally background
  drawimage "H_BGTLY3", 10, 79; // Bottom tally background
  
  drawstring CONFONT, WHITE, "K", 23, 16; // "Kills" label
  drawstring CONFONT, WHITE, "I", 23, 39; // "Items" label
  drawstring CONFONT, WHITE, "S", 23, 62; // "Secrets" label
    drawstring CONFONT, WHITE, "F", 23, 85; // "Frags" label

  drawstring NC_CONFDIGITS, white, "/", 76, 18;
  drawstring NC_CONFDIGITS, white, "/", 76, 41;
  drawstring NC_CONFDIGITS, white, "/", 76, 64;
  
  drawnumber 4, NC_CONFDIGITS, white, kills, 66, 18; // "Kills" counter
  drawnumber 4, NC_CONFDIGITS, white, items, 66, 41; // "Items" counter
  drawnumber 4, NC_CONFDIGITS, white, secrets, 66, 64; // "Secrets" counter
  
  drawnumber 4, NC_CONFDIGITS, white, KillCountAmountTrue, 109, 87; // "Frags" counter
  drawnumber 4, NC_CONFDIGITS, white, monsters, 109, 18; // "Total Kills" counter
  drawnumber 4, NC_CONFDIGITS, white, totalitems, 109, 41; // "Total Items" counter
  drawnumber 4, NC_CONFDIGITS, white, totalsecrets, 109, 64; // "Total Secrets" counter
  
  // Will only show if you are playing strife, and you have some coins.
  InInventory Coin
  {
  drawimage "H_BGTLY3", 10, 102; // Coins tally background
  drawstring CONFONT, WHITE, "C", 23, 108; // "Coins" label
  drawnumber 4, CONFONT, white, Coin, 109, 107; // "Coins" counter
  }

// Current Ammo ---------------------------------------------------------------------------------------
	drawimage "H_BGRIT", -194, -60; // 'Current' ammo and arms background
	usesammo
	{
		drawimage "H_BRFRMX", -146, -41; // Bar frame
		drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -143, -54;
		drawnumber 3, HUDFONT2_DOOM, White, ammo1, -151, -56;
	usessecondaryammo // If the currently equipped weapon uses ammo, draw current ammo display
	{
		drawimage "H_BRFRMX", -146, -57; // Bar frame
		drawbar "H_BRFILY", "H_BRFBGY", ammo2, horizontal, reverse, -143, -38;
		drawnumber 3, HUDFONT2_DOOM, White, ammo2, -151, -40;
	}
	}
	/*usessecondaryammo // If the currently equipped weapon uses ammo, draw current ammo display
	{
        drawbar "H_BRFILY", "H_BRFBGY", ammo2, horizontal, reverse, -143, -38;
        drawnumber 3, HUDFONT2_DOOM, White, ammo2, -151, -40;
		}
			usesammo // If the currently equipped weapon uses ammo, draw current ammo display
			{
			drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -143, -54;
			drawnumber 3, HUDFONT2_DOOM, White, ammo1, -151, -56;
			}
		}
	}
	drawimage "H_BGRIT", -194, -60; // 'Current' ammo and arms background
	drawimage "H_BRFRMX", -146, -41; // Bar frame
	//drawimage "H_BRFRMX", -146, -57; // Bar frame
	drawimage "H_BRFRMX", -146, -61; // Bar frame
	usesammo not { drawimage "H_BGWP", -194, -25; } // Otherwise (weapon doesn't use ammo), draw only the arms background
  */

  // Arms -----------------------------------------------------------------------------------------------
/*
  // Depending on the presence of a weapon in the inventory, the corresponding slot number will be displayed
		drawswitchableimage weaponslot 1, "nullimage", "CONDIGT1", -170, -20;
        drawswitchableimage weaponslot 2, "nullimage", "CONDIGT2", -152, -20;
        drawswitchableimage weaponslot 3, "nullimage", "CONDIGT3", -135, -20;
        drawswitchableimage weaponslot 4, "nullimage", "CONDIGT4", -116, -20;
        drawswitchableimage weaponslot 5, "nullimage", "CONDIGT5", -95, -20;
        drawswitchableimage weaponslot 6, "nullimage", "CONDIGT6", -77, -20;
        drawswitchableimage weaponslot 7, "nullimage", "CONDIGT7", -59, -20;
        drawswitchableimage weaponslot 8, "nullimage", "CONDIGT8", -41, -20;
//        drawswitchableimage weaponslot 9, "nullimage", "CONDIGT9", -26, -20;   
        drawswitchableimage weaponslot 0, "nullimage", "CONDIGT0", -188, -20;

		  // Depending on the selected weapon, the corresponding slot number will light up
  // Weapon 0
  IsSelected Luger { drawstring NC_CONFDIGITS, NCYellowC2, "0", -180, -20; }
  IsSelected "Mini-Zorcher" { drawstring NC_CONFDIGITS, NCYellowC2, "0", -180, -20; }
  IsSelected "Elven Wand" { drawstring NC_CONFDIGITS, NCYellowC2, "0", -180, -20; }
  IsSelected " Pistol " { drawstring NC_CONFDIGITS, NCYellowC2, "0", -180, -20; }
  IsSelected M1911 { drawstring NC_CONFDIGITS, NCYellowC2, "0", -180, -20; }
  IsSelected ".44 Magnum Mega Class A1" { drawstring NC_CONFDIGITS, NCYellowC2, "0", -180, -20; }
  IsSelected "Sapphire Wand" { drawstring NC_CONFDIGITS, NCYellowC2, "0", -180, -20; }
  IsSelected "Single Shotgun" { drawstring NC_CONFDIGITS, NCYellowC2, "0", -180, -20; }
  // Weapon 1
  IsSelected " Chainsaw " { drawstring NC_CONFDIGITS, NCYellowC2, "1", -162, -20; }
  IsSelected "Gauntlets of the Necromancer" { drawstring NC_CONFDIGITS, NCYellowC2, "1", -162, -20; }
  IsSelected "Pipebombs" { drawstring NC_CONFDIGITS, NCYellowC2, "1", -162, -20; }
  IsSelected "Super Bootspork" { drawstring NC_CONFDIGITS, NCYellowC2, "1", -162, -20; }
  IsSelected "KKV-7 SMG Flechette" { drawstring NC_CONFDIGITS, NCYellowC2, "1", -162, -20; }
  IsSelected "Laser Cannon" { drawstring NC_CONFDIGITS, NCYellowC2, "1", -162, -20; }
  IsSelected "Knife" { drawstring NC_CONFDIGITS, NCYellowC2, "1", -162, -20; }
  InInventory DiscOfRepulsionCooldown { drawstring NC_CONFDIGITS, NCYellowC2, "1", -162, -20; }
  // Weapon 2
  IsSelected " Shotgun " { drawstring NC_CONFDIGITS, NCYellowC2, "2", -144, -20; }
  IsSelected " Firemace " { drawstring NC_CONFDIGITS, NCYellowC2, "2", -144, -20; }
  IsSelected "Large Zorcher" { drawstring NC_CONFDIGITS, NCYellowC2, "2", -144, -20; }
  IsSelected "  Shotgun  " { drawstring NC_CONFDIGITS, NCYellowC2, "2", -144, -20; }
  IsSelected "Machine Gun" { drawstring NC_CONFDIGITS, NCYellowC2, "2", -144, -20; }
  IsSelected "WSTE-M5 Combat Shotgun" { drawstring NC_CONFDIGITS, NCYellowC2, "2", -144, -20; }
  IsSelected "Frost Shards" { drawstring NC_CONFDIGITS, NCYellowC2, "2", -144, -20; }
  IsSelected "Double Shotgun" { drawstring NC_CONFDIGITS, NCYellowC2, "2", -144, -20; }
  // Weapon 3
  IsSelected "Super Shotgun" { drawstring NC_CONFDIGITS, NCYellowC2, "3", -127, -20; }
  IsSelected "Ethereal Crossbow" { drawstring NC_CONFDIGITS, NCYellowC2, "3", -127, -20; }
  IsSelected "Super Large Zorcher" { drawstring NC_CONFDIGITS, NCYellowC2, "3", -127, -20; }
  IsSelected "Explosive Shotgun" { drawstring NC_CONFDIGITS, NCYellowC2, "3", -127, -20; }
  IsSelected "Timon's Axe" { drawstring NC_CONFDIGITS, NCYellowC2, "3", -127, -20; }
  IsSelected "Fusion Pistol" { drawstring NC_CONFDIGITS, NCYellowC2, "3", -127, -20; }
  IsSelected "Grenade Launcher" { drawstring NC_CONFDIGITS, NCYellowC2, "3", -127, -20; }
  // Weapon 4
  IsSelected " Chaingun " { drawstring NC_CONFDIGITS, NCYellowC2, "4", -108, -20; }
  IsSelected "Dragon Claw" { drawstring NC_CONFDIGITS, NCYellowC2, "4", -108, -20; }
  IsSelected "Rapid Zorcher" { drawstring NC_CONFDIGITS, NCYellowC2, "4", -108, -20; }
  IsSelected "  Chaingun  "  { drawstring NC_CONFDIGITS, NCYellowC2, "4", -108, -20; }
  IsSelected "Serpent Staff" { drawstring NC_CONFDIGITS, NCYellowC2, "4", -108, -20; }
  IsSelected "Chaingun Cannon" { drawstring NC_CONFDIGITS, NCYellowC2, "4", -108, -20; }
  IsSelected "MA-75B Assault Rifle" { drawstring NC_CONFDIGITS, NCYellowC2, "4", -108, -20; }
  IsSelected "Nailgun" { drawstring NC_CONFDIGITS, NCYellowC2, "4", -108, -20; }
  // Weapon 5
  IsSelected "Rocket Launcher" { drawstring NC_CONFDIGITS, NCYellowC2, "5", -87, -20; }
  IsSelected "Phoenix Rod" { drawstring NC_CONFDIGITS, NCYellowC2, "5", -87, -20; }
  IsSelected "Zorch Propulsor" { drawstring NC_CONFDIGITS, NCYellowC2, "5", -87, -20; }
  IsSelected " Rocket Launcher " { drawstring NC_CONFDIGITS, NCYellowC2, "5", -87, -20; }
  IsSelected "Hammer of Retribution" { drawstring NC_CONFDIGITS, NCYellowC2, "5", -87, -20; }
  IsSelected "RPG" { drawstring NC_CONFDIGITS, NCYellowC2, "5", -87, -20; }
  IsSelected "SPNKR-XP SSM Launcher" { drawstring NC_CONFDIGITS, NCYellowC2, "5", -87, -20; }
  IsSelected "  Rocket Launcher  " { drawstring NC_CONFDIGITS, NCYellowC2, "5", -87, -20; }
  // Weapon 6
  IsSelected "Plasma Rifle" { drawstring NC_CONFDIGITS, NCYellowC2, "6", -69, -20; }
  IsSelected "Hellstaff" { drawstring NC_CONFDIGITS, NCYellowC2, "6", -69, -20; }
  IsSelected "Phasing Zorcher" { drawstring NC_CONFDIGITS, NCYellowC2, "6", -69, -20; }
  IsSelected " Flamethrower " { drawstring NC_CONFDIGITS, NCYellowC2, "6", -69, -20; }
  IsSelected "Firestorm" { drawstring NC_CONFDIGITS, NCYellowC2, "6", -69, -20; }
  IsSelected "Freezethrower" { drawstring NC_CONFDIGITS, NCYellowC2, "6", -69, -20; }
  IsSelected "TOZT-7 Napalm Unit" { drawstring NC_CONFDIGITS, NCYellowC2, "6", -69, -20; }
  IsSelected "Super Nailgun" { drawstring NC_CONFDIGITS, NCYellowC2, "6", -69, -20; }
  // Weapon 7
  IsSelected "B.F.G. 9000" { drawstring NC_CONFDIGITS, NCYellowC2, "7", -51, -20; }
  IsSelected "LAZ Device" { drawstring NC_CONFDIGITS, NCYellowC2, "7", -51, -20; }
  IsSelected "Spear of Destiny" { drawstring NC_CONFDIGITS, NCYellowC2, "7", -51, -20; }
  IsSelected "Wraithverge" { drawstring NC_CONFDIGITS, NCYellowC2, "7", -51, -20; }
  IsSelected "Devastator" { drawstring NC_CONFDIGITS, NCYellowC2, "7", -51, -20; }
  IsSelected "ONI-71 Wave Motion Cannon" { drawstring NC_CONFDIGITS, NCYellowC2, "7", -51, -20; }
  InInventory TomeOfPowerCooldown { drawstring NC_CONFDIGITS, NCYellowC2, "7", -51, -20; }
  InInventory QuakeQuadTimer { drawstring NC_CONFDIGITS, NCYellowC2, "7", -51, -20; }
  // Weapon 8 
  IsSelected "Thunderbolt" { drawstring NC_CONFDIGITS, NCYellowC2, "8", -33, -20; }
  IsSelected "Alien Weapon" { drawstring NC_CONFDIGITS, NCYellowC2, "8", -33, -20; }
  IsSelected " Alien Weapon " { drawstring NC_CONFDIGITS, NCYellowC2, "8", -33, -20; }
	
*/ /*
  // All-ammo -------------------------------------------------------------------------------------------
  playerclass Doomguy, Ranger, SecurityOfficer
  {
 
  drawimage "H_BGRAM1", -97, 10; // Top all-ammo background
  drawimage "H_BGRAM2", -97, 35; // Middle all-ammo background
  drawimage "H_BGRAM2", -97, 60; // Middle all-ammo background
  drawimage "H_BGRAM3", -97, 85; // Bottom all-ammo background
  drawimage "AMSMA0", -21, 27; // Bullets ammo icon
  drawimage "AMSMB0", -21, 52; // Shells ammo icon
  drawimage "AMSMC0", -21, 77; // Rockets ammo icon
  drawimage "AMSMD0", -21, 102; // Cells ammo icon
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 18;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 43;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 68;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 93;

// Doom Ammo Slots
 
    drawnumber 3, NC_CONFDIGITS, White, ammo Clip, -67, 19;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Clip, -32, 19;
  

  //---------------------------------------------------------------------


    drawnumber 3, NC_CONFDIGITS, White, ammo AmmoShell, -67, 44;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Shell, -32, 44;
  

  //---------------------------------------------------------------------


    drawnumber 3, NC_CONFDIGITS, White, ammo RocketAmmo, -67, 69;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity RocketAmmo, -32, 69;
  

  //---------------------------------------------------------------------


    drawnumber 3, NC_CONFDIGITS, White, ammo Cell, -67, 94;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Cell, -32, 94;
  
  
    //---------------------------------------------------------------------

  }
  
    playerclass Duke, Corvus, Chexwarrior
  {
  drawimage "H_BGRAM1", -97, 10; // Top all-ammo background
  drawimage "H_BGRAM2", -97, 35; // Middle all-ammo background
  drawimage "H_BGRAM2", -97, 60; // Middle all-ammo background
  drawimage "H_BGRAM3", -97, 85; // Bottom all-ammo background
  drawimage "AMSMA0", -21, 27; // Bullets ammo icon
  drawimage "AMSMB0", -21, 52; // Shells ammo icon
  drawimage "AMSMC0", -21, 77; // Rockets ammo icon
  drawimage "AMSMD0", -21, 102; // Cells ammo icon
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 18;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 43;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 68;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 93;

 // Doom Ammo Slots
 
    drawnumber 3, NC_CONFDIGITS, White, ammo Clip, -67, 19;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Clip, -32, 19;
  

  //---------------------------------------------------------------------


    drawnumber 3, NC_CONFDIGITS, White, ammo AmmoShell, -67, 44;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Shell, -32, 44;
  

  //---------------------------------------------------------------------


    drawnumber 3, NC_CONFDIGITS, White, ammo RocketAmmo, -67, 69;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity RocketAmmo, -32, 69;
  

  //---------------------------------------------------------------------


    drawnumber 3, NC_CONFDIGITS, White, ammo Cell, -67, 94;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Cell, -32, 94;
  
  
    //---------------------------------------------------------------------

  }
  
      playerclass Blazkowicz
  {
  drawimage "H_BGRAM1", -97, 10; // Top all-ammo background
  drawimage "H_BGRAM2", -97, 35; // Middle all-ammo background
  drawimage "H_BGRAM2", -97, 60; // Middle all-ammo background
  drawimage "AMSMA0", -21, 27; // Bullets ammo icon
  drawimage "AMSMC0", -21, 52; // Shells ammo icon
  drawimage "AMSMD0", -21, 77; // Rockets ammo icon
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 18;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 43;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 68;

 
    drawnumber 3, NC_CONFDIGITS, White, ammo Clip, -67, 19;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Clip, -32, 19;
 
    drawnumber 3, NC_CONFDIGITS, White, ammo RocketAmmo, -67, 44;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity RocketAmmo, -32, 44;
   
    drawnumber 3, NC_CONFDIGITS, White, ammo Cell, -67, 69;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Cell, -32, 69;
  
  }
  
  playerclass Parias
  {
  drawimage "H_BGRAM1", -97, 10; // Top all-ammo background
  drawimage "H_BGRAM2", -97, 35; // Middle all-ammo background
  drawimage "AMSMA0", -21, 27; // Bullets ammo icon
  drawimage "AMSMD0", -21, 52; // Cells ammo icon
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 18;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 43;

    drawnumber 3, NC_CONFDIGITS, White, ammo Clip, -67, 19;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Clip, -32, 19;
  

  //---------------------------------------------------------------------
 
    drawnumber 3, NC_CONFDIGITS, White, ammo Cell, -67, 44;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity Cell, -32, 44;
  
  }
    //---------------------------------------------------------------------
playerclass Ranger
{
  drawimage "H_BGRAM3", -97, 110; // Bottom all-ammo background
  drawimage "H_BGRAM3", -97, 135; // Bottom all-ammo background
  drawimage "AMSMK0", -29, 113; // Lava ammo icon
  drawimage "AMSML0", -29, 137; // Cluster ammo icon
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 118;
  drawstring NC_CONFDIGITS, untranslated, "/", -57, 143;


    drawnumber 3, NC_CONFDIGITS, White, ammo LavaNails, -67, 119;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity LavaNails, -32, 119;
  
  
  
    //---------------------------------------------------------------------


    drawnumber 3, NC_CONFDIGITS, White, ammo MultiRocketAmmo, -67, 144;
    drawnumber 3, NC_CONFDIGITS, White, ammocapacity MultiRocketAmmo, -32, 144;
  
*/
}
  // Inventory Box --------------------------------------------------------------------------------------

}
}
statusbar normal
{
}

statusbar automap
{
}
