//==============================================================================================
//
// Brutal DOOM v21 - New DOOMGuy Visor
// Based on Mike12 Hud
//
// Made by XV117
//
// Features:
//
// 3 Differents working Overlays
// Deactivate and re-activate the statistics option
// Ammo Detection
// Weapon Icons Detection
// Kills, Items and Secrets Counter
// Time Counter
// Stance Indicator (Swimming Stance Only Drived by an ACS)
// Stamina Indicator
// Oxygen Indicator (Drived by an ACS)
// Powerups Indicators
// Berserk Indicator
// Inventory Items Support
// Fully Compatible whit BYHAE for BDv21 (Fix 3 Version Only)
// Compatible whit for Tomtefars Extension (1.8 or lastest)
// Compatible whit Brutal DOOM Mutators (1.5.4 or lastest) 
// Compatible whit Enhanced Weapons Mutator (1.01 or lastest)
// No Display Overlay during Fatality Sequence
// Support for differents displays 4:3, 16:9, 16:10 and 17:10
// Smooth Mugshots for Male and Female Doomer
// Armor Reaction
//
// Overlays:
//
// Doomguy FPS Perspective (Type 1)
// Visor whitout Overlay Air Respirator (Type 2)
// Doomslayer FPS Perspective (Type 3)
//
// Compatible Brutal DOOM v21 Versions:
//
// April 25 Test
// August 09 Test
// Release Candidate 1
// RC1 QuickFix
//
// Compatible Addons:
//
// Brutal DOOM Mutators 1.5.4b
// Enhanced Weapon Mutators 1.01
// Tomtefars Extension 1.8 or lastest
// DOOM 4/2016 Arsenal - beta 6 or lastest
//
// ----------------------------------------
//
// Credits:
//
// Mike12 - Type 1 and 2 Overlays
// mryayayify - Stance Indicator Sprites
// SchrdingCat - Help whit 16:9 Compatibility
// XV117 - Sprites, HUD, and Other Stuffs
//
//==============================================================================================

Height 1;
InterpolateHealth True, 6;
InterpolateArmor True, 6;

statusbar fullscreen, forcescaled
{
// -----------------------------------------------------------------------------
//
// No Visors for Demons Players (This Part is Very WIP)
//
// -----------------------------------------------------------------------------
	InInventory PowerTransformBaron, 1
	{
		AspectRatio "4:3"
		{
			drawmugshot "STF", 5, 5, 152;
			drawnumber 6, SMALLFONT, yellow, health, drawshadow, 36, 188, 0, red, 40, green, 71;
			DrawNumber 3, INDEXFONT, red, PowerupTime DemonRuneBaron, whennotzero, 14, 64;
		}
		Else
		{
			drawmugshot "STF", 5, -16, 152;
			drawnumber 6, SMALLFONT, yellow, health, drawshadow, 2, 188, 0, red, 40, green, 71;
			DrawNumber 3, INDEXFONT, red, PowerupTime DemonRuneBaron, whennotzero, -18, 64;
		}
		gamemode deathmatch, teamgame
		{
			drawnumber 8, SMALLFONT, darkred, frags, 302, 8;
			DrawString SMALLFONT, darkred, "Frags", 302, 0;   
		}
	}
	Else InInventory PowerTransformRevenant, 1
	{
		AspectRatio "4:3"
		{
			drawmugshot "STF", 5, 2, 154;
			drawnumber 6, SMALLFONT, yellow, health, drawshadow, 32, 188, 0, red, 40, green, 71;
			DrawNumber 3, INDEXFONT, red, PowerupTime DemonRuneRevenant, whennotzero, 14, 64;
		}
		Else
		{
			drawmugshot "STF", 5, -25, 154;
			drawnumber 6, SMALLFONT, yellow, health, drawshadow, 2, 188, 0, red, 40, green, 71;
			DrawNumber 3, INDEXFONT, red, PowerupTime DemonRuneRevenant, whennotzero, -18, 64;
		}
		gamemode deathmatch, teamgame
		{
			drawnumber 8, SMALLFONT, darkred, frags, 302, 8;
			DrawString SMALLFONT, darkred, "Frags", 302, 0;   
		}
	}
	Else 
	{
// -----------------------------------------------------------------------------
//
// This part represent new HUD for Humans Players
//
// -----------------------------------------------------------------------------
		// Fatality Checker
		InInventory GoFatality, 1 {} Else {
		//Doomguy FPS Perspective
		InInventory sbartype1, 1
		{
			Aspectratio "4:3"
			{
				InInventory BasicArmor, 120
				{
					DrawImage "VISORA1", 0, 0;
				}
				Else InInventory BasicArmor, 10
				{
					DrawImage "VISORA2", 0, 0;
				}
				Else
				{
					DrawImage "VISORA2", 0, 0;
					DrawImage "BORDER", 0, 0;
				}
			}
			Else
			{
				InInventory BasicArmor, 120
				{	
					DrawImage "V1SORA1", 0, 0;
				}
				Else InInventory BasicArmor, 10
				{	
					DrawImage "V1SORA2", 0, 0;
				}
				Else
				{
					DrawImage "V1SORA2", 0, 0;
					DrawImage "BORDERWS", -54, 0;
				}
			}
		}
		//Visor Type 2
		InInventory sbartype2, 1
		{
			Aspectratio "4:3"
			{
				InInventory BasicArmor, 120
				{
					DrawImage "VISORB1", 0, 0;
				}
				Else InInventory BasicArmor, 10
				{
					DrawImage "VISORB2", 0, 0;
				}
				Else
				{
					DrawImage "VISORB2", 0, 0;
					DrawImage "BORDER", 0, 0;
				}
			}
			Else
			{
				InInventory BasicArmor, 120
				{	
					DrawImage "V1SORB1", 0, 0;
				}
				Else InInventory BasicArmor, 10
				{	
					DrawImage "V1SORB2", 0, 0;
				}
				Else
				{
					DrawImage "V1SORB2", 0, 0;
					DrawImage "BORDERWS", -54, 0;
				}
			}
		}
		//DOOM 4 Styled Visor (16:9,16:10 and 17:10) Only Supported
		InInventory sbartype3, 1
		{
			InInventory BasicArmor, 120
			{
				Alpha 0.5
				DrawImage "VISORC2", -54, 0;
				DrawImage "VISORC1", -54,0;
			}
			InInventory BasicArmor, 60
			{
				Alpha 0.2
				DrawImage "VISORC2", -54, 0;
				DrawImage "VISORC1", -54,0;
			}
			InInventory BasicArmor, 10
			{
				DrawImage "VISORC1", -54,0;
			}
			Else
			{
				DrawImage "VISORC1", -54,0;
				DrawImage "BORDERWS", -54, 0;
			}
		}}

		//KIS Counter
		InInventory EnableStats, 1
		{
			GameMode singleplayer, cooperative
			{
				Aspectratio "4:3"
				{
				Alpha 0.70
				DrawImage "HUDKIS0", 190, 8;
				DrawNumber 5, INDEXFONT, white, kills, 234, 13;
				DrawNumber 4, INDEXFONT, white, items, 234, 19;
				DrawNumber 3, INDEXFONT, white, secrets, 237, 25;
				DrawNumber 5, INDEXFONT, white, monsters, 270, 13;
				DrawNumber 4, INDEXFONT, white, totalitems, 270, 19;
				DrawNumber 3, INDEXFONT, white, totalsecrets, 270, 25;
				DrawString AILIFONT, white, time, 200, 32;
				}
				Else
				{
				DrawImage "HUDKIS0", 200, 8;
				DrawNumber 5, INDEXFONT, white, kills, 244, 13;
				DrawNumber 4, INDEXFONT, white, items, 244, 19;
				DrawNumber 3, INDEXFONT, white, secrets, 247, 25;
				DrawNumber 5, INDEXFONT, white, monsters, 280, 13;
				DrawNumber 4, INDEXFONT, white, totalitems, 280, 19;
				DrawNumber 3, INDEXFONT, white, totalsecrets, 280, 25;
				DrawString AILIFONT, white, time, 225, 32;
				}
			}
		}
		Else {}
		
		Aspectratio "4:3"
		{
			//Health Bars
			DrawImage "BARBACK2", 28, 10;
			DrawBar "GREENBAR", "", Health, Horizontal, 29, 11;
			DrawNumber 4, INDEXFONT, White, Health, whennotzero, 27, 11;		
			//Armor Bars
			InInventory BasicArmor, 1
			{
				DrawImage "BARBACK2", 19, 18;
				DrawBar "BLUEBAR", "", Armor, Horizontal, 20, 19;
				DrawNumber 3, INDEXFONT, White, Armor, whennotzero, 18, 19;
			}		
		}
		Else
		{
			//Health Bars
			DrawImage "BARBACK2", 18, 10;
			DrawBar "GREENBAR", "", Health, Horizontal, 19, 11;
			DrawNumber 4, INDEXFONT, White, Health, whennotzero, 17, 11;
		
			//Armor Bars
			InInventory BasicArmor, 1
			{
				DrawImage "BARBACK2", 9, 18;
				DrawBar "BLUEBAR", "", Armor, Horizontal, 10, 19;
				DrawNumber 3, INDEXFONT, White, Armor, whennotzero, 8, 19;
			}
		}
		
		Aspectratio "16:10"
		{
			//Berserk Indicator
			InInventory "PowerStrength" 
			{ 
				DrawImage "BERSICO", -4, 196; 
			}
			Else 
			{ 
				DrawImage "MEDKB0", -4, 196; 
			}
			//Armor icon
			Drawimage ArmorIcon, -13, 176;
			DrawNumber 2, INDEXFONT, blue, SavePercent, whennotzero, -4, 172, 0, green, 46, red, 65;
		}
		Else Aspectratio "4:3"
		{
			//Berserk Indicator
			InInventory "PowerStrength" 
			{ 
				DrawImage "BERSICO", 32, 196; 
			}
			Else
			{ 
				DrawImage "MEDKB0", 32, 196; 
			}
			//Armor icon
			Drawimage ArmorIcon, 20, 176;
			DrawNumber 2, INDEXFONT, blue, SavePercent, whennotzero, 32, 172, 0, green, 46, red, 65;
			//Primary Ammo Bars
		}
		Else
		{
			//Berserk Indicator
			InInventory "PowerStrength" 
			{ 
				DrawImage "BERSICO", -9, 196; 
			}
			Else 
			{ 
				DrawImage "MEDKB0", -9, 196; 
			}
			//Armor icon
			Drawimage ArmorIcon, -18, 176;
			DrawNumber 2, INDEXFONT, blue, SavePercent, whennotzero, -9, 172, 0, green, 46, red, 65;
		}
		
		Aspectratio "17:10"
		{
			//Primary Ammo Bars
			UsesAmmo
			{
				DrawImage ammoicon1, 315, 180;
				DrawImage "BARBACK2", 260, 184;
				DrawBar "REDBAR", "", Ammo1, Horizontal, reverse, 261, 185;
				DrawNumber 3, INDEXFONT, White, Ammo1, whennotzero, 339, 185;
				
				//Secondary Ammo Bars
				UsesSecondaryAmmo
				{
					DrawImage ammoicon2, 270, 180;
					DrawImage "BARBACK2", 268, 192;
					DrawBar "REDBAR", "", Ammo2, Horizontal, reverse, 269, 193;
					DrawNumber 3, INDEXFONT, White, Ammo2, whennotzero, 347, 193;
				}
				Else
				{
					DrawImage weaponicon, 270, 180;
				}
			}
			Else
			{
				DrawImage weaponicon, 290, 190;
			}
			
			//Hand Grenade Indicator
			InInventory GrenadeAmmo, 1
			{ 
				DrawImage "GRNDA", 338, 162;
				DrawNumber 4, INDEXFONT, red, Ammo GrenadeAmmo, 343, 152, 0;
			}
			//C4 Indicator - Tomtefars Extension Only
			InInventory C4Ammo, 1
			{ 
				DrawImage "C4EWA0", 354, 128;
				DrawNumber 4, INDEXFONT, red, Ammo C4Ammo, 358, 122, 0;
			}
			//Weapons number indicators
			drawswitchableimage weaponslot 1, "", "STYSNUM1", 357, 45;
			drawswitchableimage weaponslot 2, "", "STYSNUM2", 357, 51;
			drawswitchableimage weaponslot 3, "", "STYSNUM3", 357, 57;
			drawswitchableimage weaponslot 4, "", "STYSNUM4", 357, 63;
			drawswitchableimage weaponslot 5, "", "STYSNUM5", 357, 69;
			drawswitchableimage weaponslot 6, "", "STYSNUM6", 357, 75;
			drawswitchableimage weaponslot 7, "", "STYSNUM7", 357, 81;
			drawswitchableimage weaponslot 8, "", "STYSNUM8", 357, 87;
			drawswitchableimage weaponslot 9, "", "STYSNUM9", 357, 93;
			drawswitchableimage weaponslot 0, "", "STYSNUM0", 357, 99;
		}
		Else Aspectratio "16:10"
		{
			//Primary Ammo Bars
			UsesAmmo
			{
				DrawImage ammoicon1, 310, 180;
				DrawImage "BARBACK2", 250, 184;
				DrawBar "REDBAR", "", Ammo1, Horizontal, reverse, 251, 185;
				DrawNumber 3, INDEXFONT, White, Ammo1, whennotzero, 329, 185;
				
				//Secondary Ammo Bars
				UsesSecondaryAmmo
				{
					DrawImage ammoicon2, 265, 180;
					DrawImage "BARBACK2", 258, 192;
					DrawBar "REDBAR", "", Ammo2, Horizontal, reverse, 259, 193;
					DrawNumber 3, INDEXFONT, White, Ammo2, whennotzero, 337, 193;
				}
				Else
				{
					DrawImage weaponicon, 265, 180;
				}
			}
			Else
			{
				DrawImage weaponicon, 290, 190;
			}
			
			//Hand Grenade Indicator
			InInventory GrenadeAmmo, 1
			{ 
				DrawImage "GRNDA", 330, 162;
				DrawNumber 4, INDEXFONT, red, Ammo GrenadeAmmo, 335, 152, 0;
			}
			//C4 Indicator - Tomtefars Extension Only
			InInventory C4Ammo, 1
			{ 
				DrawImage "C4EWA0", 345, 128;
				DrawNumber 4, INDEXFONT, red, Ammo C4Ammo, 349, 122, 0;
			}
			//Weapons number indicators
			drawswitchableimage weaponslot 1, "", "STYSNUM1", 345, 45;
			drawswitchableimage weaponslot 2, "", "STYSNUM2", 345, 51;
			drawswitchableimage weaponslot 3, "", "STYSNUM3", 345, 57;
			drawswitchableimage weaponslot 4, "", "STYSNUM4", 345, 63;
			drawswitchableimage weaponslot 5, "", "STYSNUM5", 345, 69;
			drawswitchableimage weaponslot 6, "", "STYSNUM6", 345, 75;
			drawswitchableimage weaponslot 7, "", "STYSNUM7", 345, 81;
			drawswitchableimage weaponslot 8, "", "STYSNUM8", 345, 87;
			drawswitchableimage weaponslot 9, "", "STYSNUM9", 345, 93;
			drawswitchableimage weaponslot 0, "", "STYSNUM0", 345, 99;
		}
		Else Aspectratio "4:3"
		{
			//Primary Ammo Bars
			UsesAmmo
			{
				DrawImage ammoicon1, 285, 180;
				DrawImage "BARBACK2", 230, 184;
				DrawBar "REDBAR", "", Ammo1, Horizontal, reverse, 231, 185;
				DrawNumber 3, INDEXFONT, White, Ammo1, whennotzero, 309, 185;
			
				//Secundary Ammo Bars
				UsesSecondaryAmmo
				{
					DrawImage ammoicon2, 240, 180;
					DrawImage "BARBACK2", 238, 192;
					DrawBar "REDBAR", "", Ammo2, Horizontal, reverse, 239, 193;
					DrawNumber 3, INDEXFONT, White, Ammo2, whennotzero, 317, 193;
				}
				Else
				{
					DrawImage weaponicon, 240, 180;
				}
			}
			Else
			{
				DrawImage weaponicon, 260, 190;
			}
			
			//Hand Grenade Indicator
			InInventory GrenadeAmmo, 1
			{ 
				DrawImage "GRNDA", 300, 162;
				DrawNumber 4, INDEXFONT, red, Ammo GrenadeAmmo, 305, 152, 0;
			}

			//C4 Indicator - Tomtefars Extension Only
			InInventory C4Ammo, 1
			{ 
				DrawImage "C4EWA0", 312, 128;
				DrawNumber 4, INDEXFONT, red, Ammo C4Ammo, 316, 122, 0;
			}
			//Weapons number indicators
			drawswitchableimage weaponslot 1, "", "STYSNUM1", 313, 45;
			drawswitchableimage weaponslot 2, "", "STYSNUM2", 313, 51;
			drawswitchableimage weaponslot 3, "", "STYSNUM3", 313, 57;
			drawswitchableimage weaponslot 4, "", "STYSNUM4", 313, 63;
			drawswitchableimage weaponslot 5, "", "STYSNUM5", 313, 69;
			drawswitchableimage weaponslot 6, "", "STYSNUM6", 313, 75;
			drawswitchableimage weaponslot 7, "", "STYSNUM7", 313, 81;
			drawswitchableimage weaponslot 8, "", "STYSNUM8", 313, 87;
			drawswitchableimage weaponslot 9, "", "STYSNUM9", 313, 93;
			drawswitchableimage weaponslot 0, "", "STYSNUM0", 313, 99;
		}
		Else
		{
			//Primary Ammo Bars
			UsesAmmo
			{
				DrawImage ammoicon1, 315, 180;
				DrawImage "BARBACK2", 260, 184;
				DrawBar "REDBAR", "", Ammo1, Horizontal, reverse, 261, 185;
				DrawNumber 3, INDEXFONT, White, Ammo1, whennotzero, 339, 185;

				//Secondary Ammo Bars
				UsesSecondaryAmmo
				{
					DrawImage ammoicon2, 270, 180;
					DrawImage "BARBACK2", 268, 192;
					DrawBar "REDBAR", "", Ammo2, Horizontal, reverse, 269, 193;
					DrawNumber 3, INDEXFONT, White, Ammo2, whennotzero, 347, 193;
				}
				Else
				{
					DrawImage weaponicon, 270, 180;
				}
			}
			Else
			{
				DrawImage weaponicon, 290, 190;
			}
			
			//Hand Grenade Indicator
			InInventory GrenadeAmmo, 1
			{ 
				DrawImage "GRNDA", 345, 162;
				DrawNumber 4, INDEXFONT, red, Ammo GrenadeAmmo, 350, 152, 0;
			}
			//C4 Indicator - Tomtefars Extension Only
			InInventory C4Ammo, 1
			{ 
				DrawImage "C4EWA0", 360, 128;
				DrawNumber 4, INDEXFONT, red, Ammo C4Ammo, 364, 122, 0;
			}
			//Weapons number indicators
			drawswitchableimage weaponslot 1, "", "STYSNUM1", 360, 45;
			drawswitchableimage weaponslot 2, "", "STYSNUM2", 360, 51;
			drawswitchableimage weaponslot 3, "", "STYSNUM3", 360, 57;
			drawswitchableimage weaponslot 4, "", "STYSNUM4", 360, 63;
			drawswitchableimage weaponslot 5, "", "STYSNUM5", 360, 69;
			drawswitchableimage weaponslot 6, "", "STYSNUM6", 360, 75;
			drawswitchableimage weaponslot 7, "", "STYSNUM7", 360, 81;
			drawswitchableimage weaponslot 8, "", "STYSNUM8", 360, 87;
			drawswitchableimage weaponslot 9, "", "STYSNUM9", 360, 93;
			drawswitchableimage weaponslot 0, "", "STYSNUM0", 360, 99;
		}
		
		Aspectratio "4:3"
		{
			//Powerups
			DrawNumber 3, INDEXFONT, green, PowerupTime RadSuit, whennotzero, 14, 40;
			DrawNumber 3, INDEXFONT, black, PowerupTime InvulnerabilitySphere, whennotzero, 14, 46;
			DrawNumber 3, INDEXFONT, blue, PowerupTime BlurSphere, whennotzero, 14, 52;
			DrawNumber 3, INDEXFONT, white, PowerupTime NightVisionGiver, whennotzero, 14, 58;
	
			//Brutal DOOM - Mutators
			DrawNumber 3, INDEXFONT, yellow, PowerupTime DoomsphereST, whennotzero, 14, 70;
			DrawNumber 3, INDEXFONT, black, PowerupTime DoubleSphere, whennotzero, 14, 76;
			DrawNumber 3, INDEXFONT, purple, PowerupTime RageSphere, whennotzero, 14, 82;
			DrawNumber 3, INDEXFONT, red, PowerupTime RegenSphere, whennotzero, 14, 88;
			DrawNumber 3, INDEXFONT, orange, PowerupTime TurboSphereST, whennotzero, 14, 94;
			DrawNumber 3, INDEXFONT, gold, PowerupTime TimeSphere, whennotzero, 14, 100;
		
			//Bloodrush Sphere Indicator - Tomtefars Extension Only
			DrawNumber 3, INDEXFONT, darkred, PowerupTime BloodrushSphere, whennotzero, 14, 34;
		
			//Mugshots
			InInventory sbartype3, 1
			{
				InInventory GenderMale, 1
				{
					drawmugshot "STF", 5, 96, 12;
				}
				InInventory GenderFemale, 1
				{
					drawmugshot "GAL", 5, 96, 12;
				}
			}
			Else
			{
				InInventory GenderMale, 1
				{
					drawmugshot "STF", 5, 96, 10;
				}
				InInventory GenderFemale, 1
				{
					drawmugshot "GAL", 5, 96, 10;
				}
			}
		}
		Else
		{
			//Powerups
			DrawNumber 3, INDEXFONT, green, PowerupTime RadSuit, whennotzero, -18, 40;
			DrawNumber 3, INDEXFONT, black, PowerupTime InvulnerabilitySphere, whennotzero, 4, 46;
			DrawNumber 3, INDEXFONT, blue, PowerupTime BlurSphere, whennotzero, -18, 52;
			DrawNumber 3, INDEXFONT, white, PowerupTime NightVisionGiver, whennotzero, -14, 58;
	
			//Brutal DOOM - Mutators
			DrawNumber 3, INDEXFONT, yellow, PowerupTime DoomsphereST, whennotzero, -18, 70;
			DrawNumber 3, INDEXFONT, black, PowerupTime DoubleSphere, whennotzero, -18, 76;
			DrawNumber 3, INDEXFONT, purple, PowerupTime RageSphere, whennotzero, -18, 82;
			DrawNumber 3, INDEXFONT, red, PowerupTime RegenSphere, whennotzero, -18, 88;
			DrawNumber 3, INDEXFONT, orange, PowerupTime TurboSphereST, whennotzero, -18, 94;
			DrawNumber 3, INDEXFONT, gold, PowerupTime TimeSphere, whennotzero, -18, 100;
		
			//Bloodrush Sphere Indicator - Tomtefars Extension Only
			DrawNumber 3, INDEXFONT, darkred, PowerupTime BloodrushSphere, whennotzero, -18, 34;
		
			//Mugshots
			InInventory sbartype3, 1
			{
				InInventory GenderMale, 1
				{
					drawmugshot "STF", 5, 86, 12;
				}
				InInventory GenderFemale, 1
				{
					drawmugshot "GAL", 5, 86, 12;
				}
			}
			Else
			{
				InInventory GenderMale, 1
				{
					drawmugshot "STF", 5, 86, 10;
				}
				InInventory GenderFemale, 1
				{
					drawmugshot "GAL", 5, 86, 10;
				}
			}
		}
		
		//Stance Detection
		Aspectratio "16:10"
		{
			InInventory IsPlayerSwimming, 1 // Swimming Stance
			{
				Alpha 0.6
				DrawImage "STANCE3", -28, 122;
			}
			Else InInventory IsCrouching, 1 // Crouching Stance
			{
				Alpha 0.6
				DrawImage "STANCE2", -28, 122;
			}
			Else // Stading Stance
			{
				Alpha 0.6
				DrawImage "STANCE1", -28, 122; 
			}
		}
		Else Aspectratio "4:3"
		{
			InInventory IsPlayerSwimming, 1 // Swimming Stance
			{
				Alpha 0.6
				DrawImage "STANCE3", 3, 122;
			}
			Else InInventory IsCrouching, 1 // Crouching Stance
			{
				Alpha 0.6
				DrawImage "STANCE2", 3, 122;
			}
			Else // Stading Stance
			{
				Alpha 0.6
				DrawImage "STANCE1", 3, 122; 
			}
		}
		Else
		{
			InInventory IsPlayerSwimming, 1 // Swimming Stance
			{
				Alpha 0.6
				DrawImage "STANCE3", -34, 122;
			}
			// Line 666 Very LOL
			Else InInventory IsCrouching, 1 // Crouching Stance
			{
				Alpha 0.6
				DrawImage "STANCE2", -34, 122;
			}
			Else // Stading Stance
			{
				Alpha 0.6
				DrawImage "STANCE1", -34, 122; 
			}
		}
	}

	//Inventory Functions
	Alpha 0.45
	DrawSelectedInventory alternateonempty, center, centerbottom, INDEXFONT, 160, 39, 175, 32, Red {}	Else	{	DrawImage "HUDSTATS", 130, 0;	}

	//Stamina Counter
	DrawNumber 3, INDEXFONT, white, Ammo UsedStamina, whennotzero, 137, 193;
	//Oxygen Counter
	InInventory IsPlayerSwimming, 1
	{
		DrawNumber 3, INDEXFONT, cyan, airtime, 195, 193;
	}

	//Keys
	DrawSwitchableImage bluecard && blueSkull, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 96, 1;
	DrawSwitchableImage yellowcard && yellowSkull, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 104, 1;
	DrawSwitchableImage redCard && redSkull, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 112, 1;

	//Beyond Hell and Earth for BDv21 Compatibility
	drawswitchableimage SilverCard && SilverSkull, "nullimage", "STKEYS10", "STKEYS11", "STKEYS22", 118, 1;
	drawswitchableimage PinkCard && PinkSkull, "nullimage", "STKEYS12", "STKEYS13", "STKEYS23", 124, 1;
	drawswitchableimage BrownCard && BrownSkull, "nullimage", "STKEYS14", "STKEYS15", "STKEYS24", 130, 1;
	drawswitchableimage BlackCard && BlackSkull, "nullimage", "STKEYS16", "STKEYS17", "STKEYS25", 138, 1;
	drawswitchableimage GreenCard && GreenSkull, "nullimage", "STKEYS18", "STKEYS19", "STKEYS26", 144, 1;
	drawswitchableimage OrangeCard && OrangeSkull, "nullimage", "STKEYS20", "STKEYS21", "STKEYS27", 150, 1;
	}
}
	
// Inventory Functions
statusbar inventory // Standard bar overlay (ZDoom Addition)
{
	drawinventorybar Strife, translucent, 9, INDEXFONT, 50, 170;
}

statusbar inventoryfullscreen, fullscreenoffsets // ZDoom HUD overlay.
{
	drawinventorybar Strife, translucent, 7, INDEXFONT, -106+center, -31;
}

// Smooth DOOM Mugshots
mugshot "Normal", health2
{
	ST00 17;
	ST03 2;
	ST04 17;
	ST03 2;
	ST00 17;
	ST05 3;
	ST00 17;
	ST01 2;
	ST02 17;
	ST01 2;
	ST00 17;
	ST03 2;
	ST04 17;
	ST05 2;
	ST01 2;
	ST02 17;
	ST01 2;
	ST00 17;
	ST05 3;
	ST00 17;
	ST01 2;
	ST02 17;
	ST01 2;
	ST00 17;
	ST03 2;
	ST04 17;
	ST05 2;
	ST01 2;
	ST02 17;
	ST01 2;
	ST00 17;
	ST05 3;
}

mugshot "death"
{
	DEAD0 3;
	DEAD1 3;
	DEAD2 3;
	DEAD3 -1;
}

mugshot "xdeath"
{
	XDTH0 3;
	XDTH1 2;
	XDTH2 2;
	XDTH3 2;
	XDTH4 -1;
}