base Doom;
height 0;
resolution 640, 400;

mugshot "Normal", health2
{
	ST00 15;
	ST03 2;
	ST04 16;
	ST03 2;
	ST00 17;
	ST05 1;
	ST00 18;
	ST01 2;
	ST02 15;
	ST01 2;
	ST00 16;
	ST03 2;
	ST04 17;
	ST05 1;
	ST01 2;
	ST02 18;
	ST01 2;
	ST00 19;
	ST05 1;
	ST00 15;
	ST01 2;
	ST02 16;
	ST01 2;
	ST00 17;
	ST03 2;
	ST04 18;
	ST05 1;
	ST01 2;
	ST02 19;
	ST01 2;
	ST00 15;
	ST05 1;
	ST00 16;
	ST03 2;
	ST04 17;
	ST03 2;
	ST00 25;
	ST05 1;
	ST00 10;
	ST01 2;
	ST02 7;
	ST01 2;
	ST00 13;
	ST03 2;
	ST04 19;
	ST05 1;
	ST01 2;
	ST02 14;
	ST01 2;
}
mugshot "death"
{
	DEAD0 3;
	DEAD1 3;
	DEAD2 3;
	DEAD3 -1;
}

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

statusbar Normal, fullscreenoffsets
{
// Enemy Healthbar

	InInventory "EnemyHealthBarTop", 1
	{
		InInventory TargetHealth, 1
		{
			DrawBar "H_BRFILR", "H_BRFBGR", Ammo TargetHealth, Horizontal, Reverse, 0 + Center, 32;
			DrawNumber 4, NCCONFNT, NCWhiteC, Ammo TargetHealth, Alignment(Right)|WhenNotZero, 33 + Center, 32;
			DrawString NCCONFNT, NCWhiteC, "/", 43 + Center, 32, 0, Alignment(Center);
			DrawNumber 4, NCCONFNT, NCWhiteC, AmmoCapacity TargetHealth, Alignment(Left)|WhenNotZero, 53 + Center, 32;
			DrawImage "H_HPFE01", -3 + Center, 29;
			
			InInventory DrawTargetTag, 1
			DrawString NCCONFNT, NCWhiteC, GlobalArray 9, -10 + Center, 32, 0, Alignment(Right); // Gets the target's name tag, if it has one (uses class name if not defined)
		}
	}
	
	InInventory "EnemyHealthBarBottom", 1
	{
		InInventory TargetHealth, 1
		{
			DrawBar "H_BRFILR", "H_BRFBGR", Ammo TargetHealth, Horizontal, Reverse, 0 + Center, -32;
			DrawNumber 4, NCCONFNT, NCWhiteC, Ammo TargetHealth, Alignment(Right)|WhenNotZero, 33 + Center, -32;
			DrawString NCCONFNT, NCWhiteC, "/", 43 + Center, -32, 0, Alignment(Center);
			DrawNumber 4, NCCONFNT, NCWhiteC, AmmoCapacity TargetHealth, Alignment(Left)|WhenNotZero, 53 + Center, -32;
			DrawImage "H_HPFE01", -3 + Center, -35;
			
			InInventory DrawTargetTag, 1
			DrawString NCCONFNT, NCWhiteC, GlobalArray 9, -10 + Center, -32, 0, Alignment(Right); // Gets the target's name tag, if it has one (uses class name if not defined)
		}
	}
	
	InInventory "EnemyHealthBarLeft", 1
	{
		InInventory TargetHealth, 1
		{
			DrawBar "H_BRFILR", "H_BRFBGR", Ammo TargetHealth, Horizontal, Reverse, -304 + Center, -105;
			DrawNumber 4, NCCONFNT, NCWhiteC, Ammo TargetHealth, Alignment(Right)|WhenNotZero, -271 + Center, -105;
			DrawString NCCONFNT, NCWhiteC, "/", -261 + Center, -104, 0, Alignment(Center);
			DrawNumber 4, NCCONFNT, NCWhiteC, AmmoCapacity TargetHealth, Alignment(Left)|WhenNotZero, -251 + Center, -105;
			DrawImage "H_HPFE01", -307 + Center, -108;
			
			InInventory DrawTargetTag, 1
			DrawString NCCONFNT, NCWhiteC, GlobalArray 9, -261 + Center, -120, 0, Alignment(Center); // Gets the target's name tag, if it has one (uses class name if not defined)
		}
	}
	
	InInventory "EnemyHealthBarRight", 1
	{
		InInventory TargetHealth, 1
		{
			DrawBar "H_BRFILR", "H_BRFBGR", Ammo TargetHealth, Horizontal, Reverse, 218 + Center, -105;
			DrawNumber 4, NCCONFNT, NCWhiteC, Ammo TargetHealth, Alignment(Right)|WhenNotZero, 251 + Center, -105;
			DrawString NCCONFNT, NCWhiteC, "/", 261 + Center, -104, 0, Alignment(Center);
			DrawNumber 4, NCCONFNT, NCWhiteC, AmmoCapacity TargetHealth, Alignment(Left)|WhenNotZero, 271 + Center, -105;
			DrawImage "H_HPFE01", 215 + Center, -108;
			
			InInventory DrawTargetTag, 1
			DrawString NCCONFNT, NCWhiteC, GlobalArray 9, 261 + Center, -120, 0, Alignment(Center); // Gets the target's name tag, if it has one (uses class name if not defined)
		}
	}

  drawimage "H_BGLEFT", 5, -85;
  drawimage "ARTIBOX", -43, -121;
  drawimage "HGN1C0", -25, -98;
  drawnumber 4, NCCONFNT, NCWhiteC, ammo GrenadeAmmo, alignment(right), -18, -99;
  drawmugshot "STF", 5, xdeathface, 6, -78;

  // Draw both health and armor displays if the player has at least one point of armor
  InInventory BasicArmor, 1
  {
    // Health -------------------------------------------------------------------------------------------

    // Draw berserk icon instead of health icon if the berserk pack is in the inventory
    InInventory PowerStrength { drawimage "H_ICNBSK", 74, -73; }

    // Otherwise, draw the health icon instead
    else { drawimage "H_ICNHP", 74, -73; }

    // If health is above 100, draw the bar overlay, the counter in blue color,
    // and the bar frame in "normal" color
    InInventory NC_HPBlue
    {
      drawimage "H_BRFRMX", 93, -74; // Bar frame
      drawbar "H_BRFILG", "H_BRFBGG", health (100), horizontal, 96, -71; // Bar
      drawbar "H_BRFILB", "H_BRFBGB", health (200), horizontal, 96, -71; // Bar (over 100)
      drawnumber 4, HUDFONT2_DOOM, NCBlue, health, alignment(left), 189, -73; // Counter
    }

    // If health is in "good" state, draw the bar and counter in green color,
    // and the bar frame in "normal" color
    InInventory NC_HPGreen
    {
      drawimage "H_BRFRMX", 93, -74;
      drawbar "H_BRFILG", "H_BRFBGG", health, horizontal, 96, -71;
      drawnumber 4, HUDFONT2_DOOM, NCGreen, health, alignment(left), 189, -73;
    }

    // If health is in "warning" state, draw the bar and counter in yellow color,
    // and the bar frame in glowing yellow
    InInventory NC_HPYellow
    {
      drawimage "H_HPWG01", 93, -74;
      drawbar "H_BRFILY", "H_BRFBGY", health, horizontal, 96, -71;
      drawnumber 4, HUDFONT2_DOOM, NCYellow, health, alignment(left), 189, -73;
    }

    // If health is in "critical" state, draw the bar and counter in red color,
    // and the bar frame in glowing red
    InInventory NC_HPRed
    {
      drawimage "H_HPFC01", 93, -74;
      drawbar "H_BRFILR", "H_BRFBGR", health, horizontal, 96, -71;
      drawnumber 4, HUDFONT2_DOOM, NCRed, health, alignment(left), 189, -73;
    }

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

    // If the player has "basic" protction draw the green armor icon
    InInventory NC_GreenArmorIcon { drawimage "H_ICNARG", 74, -47; }

    // Otherwise, draw the blue one
    else { drawimage "H_ICNARB", 74, -47; }

    // If armor is above 100, draw the bar overlay and counter in blue color,
    // and the bar frame in "normal" color
    InInventory NC_ArmorBlue
    {
      drawimage "H_BRFRMX", 93, -48; // Bar frame
      drawbar "H_BRFILG", "H_BRFBGG", armor (100), horizontal, 96, -45; // Bar
      drawbar "H_BRFILB", "H_BRFBGB", armor (200), horizontal, 96, -45; // Bar (over 100)
      drawnumber 4, HUDFONT2_DOOM, NCBlue, armor, alignment(left), 189, -47; // Counter
    }

    // If armor is in "good" state, draw the bar and counter in green color
    InInventory NC_ArmorGreen
    {
      drawimage "H_BRFRMX", 93, -48;
      drawbar "H_BRFILG", "H_BRFBGG", armor (100), horizontal, 96, -45;
      drawnumber 4, HUDFONT2_DOOM, NCGreen, armor, alignment(left), 189, -47;
    }

    // If armor is in "warning" state, draw the bar and counter in yellow color
    InInventory NC_ArmorYellow
    {
      drawimage "H_BRFRMX", 93, -48;
      drawbar "H_BRFILY", "H_BRFBGY", armor (100), horizontal, 96, -45;
      drawnumber 4, HUDFONT2_DOOM, NCYellow, armor, alignment(left), 189, -47;
    }

    // If armor is in "critical" state, draw the bar and counter in red color,
    // and the bar frame in glowing "normal"
    InInventory NC_ArmorRed
    {
      drawimage "H_ARFW01", 93, -48;
      drawbar "H_BRFILR", "H_BRFBGR", armor (100), horizontal, 96, -45;
      drawnumber 4, HUDFONT2_DOOM, NCRed, armor, alignment(left), 189, -47;
    }
  }

  // Otherwise, draw the health display alone in the middle of the background
  else
  {
    InInventory PowerStrength { drawimage "H_ICNBSK", 74, -60; }
    else { drawimage "H_ICNHP", 74, -60; }

    InInventory NC_HPBlue
    {
      drawimage "H_BRFRMX", 93, -61;
      drawbar "H_BRFILG", "H_BRFBGG", health (100), horizontal, 96, -58;
      drawbar "H_BRFILB", "H_BRFBGB", health (200), horizontal, 96, -58;
      drawnumber 4, HUDFONT2_DOOM, NCBlue, health, alignment(left), 189, -60;
    }

    InInventory NC_HPGreen
    {
      drawimage "H_BRFRMX", 93, -61;
      drawbar "H_BRFILG", "H_BRFBGG", health, horizontal, 96, -58;
      drawnumber 4, HUDFONT2_DOOM, NCGreen, health, alignment(left), 189, -60;
    }

    InInventory NC_HPYellow
    {
      drawimage "H_HPWG01", 93, -61;
      drawbar "H_BRFILY", "H_BRFBGY", health, horizontal, 96, -58;
      drawnumber 4, HUDFONT2_DOOM, NCYellow, health, alignment(left), 189, -60;
    }

    InInventory NC_HPRed
    {
      drawimage "H_HPFC01", 93, -61;
      drawbar "H_BRFILR", "H_BRFBGR", health, horizontal, 96, -58;
      drawnumber 4, HUDFONT2_DOOM, NCRed, health, alignment(left), 189, -60;
    }
  }

  // Air supply -----------------------------------------------------------------------------------------

  // If the player is underwater, draw the display normally
  InInventory NC_Underwater
  {
    drawstring NCCONFNT, NCWhiteC, "AS", 78, -19, 0, alignment(left);
    drawimage "H_BRFRME", 98, -18;
    drawbar "H_BRFILE", "H_BRFBGE", airtime, horizontal, 100, -16;
  }

  // Otherwise, dim the dispaly.
  else
  {
    Alpha 0.35
    {
      drawstring NCCONFNT, NCWhiteC, "AS", 78, -19, 0, alignment(left);
      drawimage "H_BRFRME", 98, -18;
      drawbar "H_BRFILE", "H_BRFBGE", airtime, horizontal, 100, -16;
    }
  }

  // Level-related stats --------------------------------------------------------------------------------

  // Only draw the following if the "Tally toggle" option is set to on
  InInventory NC_ToggleTally
  {
    // Level time
    drawimage "H_BGTLY1", 10, 10; // Background
    drawstring NCCONFNT, NCWhiteC, "T", 25, 16; // Label
    drawstring NCCONFNT, NCWhiteC, time, 46, 16; // Counter
    //drawstring NCCONFNT, NCWhiteC, ":", 62, 16;
    //drawstring NCCONFNT, NCWhiteC, ":", 106, 16;

    // Kills
    drawimage "H_BGTLY3", 10, 70;
    drawstring NCCONFNT, NCWhiteC, "K", 26, 76;
    drawstring NCCONFNT, NCWhiteC, "/", 77, 76;
    drawnumber 4, NCCONFNT, NCBlueC, kills, 62, 76;
    drawnumber 4, NCCONFNT, NCBlueC, monsters, 106, 76;

    // Items
    drawimage "H_BGTLY2", 10, 30;
    drawstring NCCONFNT, NCWhiteC, "I", 26, 36;
    drawstring NCCONFNT, NCWhiteC, "/", 77, 36;
    drawnumber 4, NCCONFNT, NCBlueC, items, 62, 36;
    drawnumber 4, NCCONFNT, NCBlueC, totalitems, 106, 36;

    // Secrets
    drawimage "H_BGTLY2", 10, 50;
    drawstring NCCONFNT, NCWhiteC, "S", 26, 56;
    drawstring NCCONFNT, NCWhiteC, "/", 77, 56;
    drawnumber 4, NCCONFNT, NCBlueC, secrets, 62, 56;
    drawnumber 4, NCCONFNT, NCBlueC, totalsecrets, 106, 56;
  }

  // Current Ammo ---------------------------------------------------------------------------------------

  // If the currently equipped weapon uses ammo, draw current ammo display
  usesammo
  {
    drawimage "H_BGRIT", -244, -85; // 'Current' ammo and arms background

    usessecondaryammo // Dual-ammo weapons
    {
      InInventory NC_ReversePriWithSec
      {
        // Draw both primary and secondary ammo icons, if the equipped weapon uses two "distinct"
        // ammo types
        InInventory NC_DistinctAmmoTypes
        {
          drawimage ammoicon2, -86, -73;
          drawimage ammoicon1, -86, -47;
        }

        // Otherwise, draw only one icon (primary ammo, in this case)
        else { drawimage ammoicon1, -86, -60; }

        InInventory not NC_InfiniteAmmo
        {
          // Primary ammo ----------------------------------

          // If ammo is 50% and above, draw the bar and counter in green color,
          // and the bar frame in "normal" color
          InInventory NC_PrimaryAmmoGreen
          {
          InInventory HasPlasmaWeapon, 1
          {
            drawimage "H_ARFW01", -185, -48;
            drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
			drawstring NCCONFNT, NCWhiteC, "HEAT", -189, -45;
          }}

          InInventory NC_PrimaryAmmoGreen
          {
          InInventory not HasPlasmaWeapon, 1
		  {
            drawimage "H_BRFRMX", -185, -48;
            drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -45;
            drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -47;
          }}

          // If ammo is between 25% and 50%, draw the bar and counter in yellow color,
          // and the bar frame in "normal" color
          InInventory NC_PrimaryAmmoYellow
          {
          InInventory HasPlasmaWeapon, 1
          {
            drawimage "H_ARFW01", -185, -48;
            drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
			drawstring NCCONFNT, NCWhiteC, "HEAT", -189, -45;
          }}

          InInventory NC_PrimaryAmmoYellow
          {
          InInventory not HasPlasmaWeapon, 1
		  {
            drawimage "H_BRFRMX", -185, -48;
            drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -45;
            drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -47;
          }}

          // If ammo is below 25%, draw the bar and counter in red color,
          // and the bar frame in glowing "normal"
          InInventory NC_PrimaryAmmoRed
          {
          InInventory HasPlasmaWeapon, 1
          {
            drawimage "H_ARFW01", -185, -48;
            drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
			drawstring NCCONFNT, NCWhiteC, "HEAT", -189, -45;
          }}

          InInventory NC_PrimaryAmmoRed
          {
          InInventory not HasPlasmaWeapon, 1
		  {
            drawimage "H_ARFW01", -185, -48;
            drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
            drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -47;
          }}

          // Secondary ammo --------------------------------

          InInventory NC_SecondaryAmmoGreen
          {
            drawimage "H_BRFRMX", -185, -74;
            drawbar "H_BRFILG", "H_BRFBGG", ammo2, horizontal, reverse, -182, -71;
            drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo2, -189, -73;
          }

          InInventory NC_SecondaryAmmoYellow
          {
            drawimage "H_BRFRMX", -185, -74;
            drawbar "H_BRFILY", "H_BRFBGY", ammo2, horizontal, reverse, -182, -71;
            drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo2, -189, -73;
          }

          InInventory NC_SecondaryAmmoRed
          {
            drawimage "H_ARFW01", -185, -74;
            drawbar "H_BRFILR", "H_BRFBGR", ammo2, horizontal, reverse, -182, -71;
            drawnumber 4, HUDFONT2_DOOM, NCRed, ammo2, -189, -73;
          }
        }

        else
        {
          drawimage "H_BRFRMX", -185, -48;
          drawimage "H_BRFILI", -182, -45;
          drawimage "H_INFNTY", -211, -47;

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

          drawimage "H_BRFRMX", -185, -74;
          drawimage "H_BRFILI", -182, -71;
          drawimage "H_INFNTY", -211, -73;
        }
      }

      else
      {
        InInventory NC_DistinctAmmoTypes
        {
          drawimage ammoicon1, -86, -73;
          drawimage ammoicon2, -86, -47;
        }

        else { drawimage ammoicon2, -86, -60; }

        InInventory not NC_InfiniteAmmo
        {
          InInventory NC_PrimaryAmmoGreen
          {
            drawimage "H_BRFRMX", -185, -74;
            drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -71;
            drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -73;
          }

          InInventory NC_PrimaryAmmoYellow
          {
            drawimage "H_BRFRMX", -185, -74;
            drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -71;
            drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -73;
          }

          InInventory NC_PrimaryAmmoRed
          {
            drawimage "H_ARFW01", -185, -74;
            drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -71;
            drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -73;
          }

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

          InInventory NC_SecondaryAmmoGreen
          {
            drawimage "H_BRFRMX", -185, -48;
            drawbar "H_BRFILG", "H_BRFBGG", ammo2, horizontal, reverse, -182, -45;
            drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo2, -189, -47;
          }

          InInventory NC_SecondaryAmmoYellow
          {
            drawimage "H_BRFRMX", -185, -48;
            drawbar "H_BRFILY", "H_BRFBGY", ammo2, horizontal, reverse, -182, -45;
            drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo2, -189, -47;
          }

          InInventory NC_SecondaryAmmoRed
          {
            drawimage "H_ARFW01", -185, -48;
            drawbar "H_BRFILR", "H_BRFBGR", ammo2, horizontal, reverse, -182, -45;
            drawnumber 4, HUDFONT2_DOOM, NCRed, ammo2, -189, -47;
          }
        }

        else
        {
          drawimage "H_BRFRMX", -185, -74;
          drawimage "H_BRFILI", -182, -71;
          drawimage "H_INFNTY", -211, -73;

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

          drawimage "H_BRFRMX", -185, -48;
          drawimage "H_BRFILI", -182, -45;
          drawimage "H_INFNTY", -211, -47;
        }
      }
    }

    // Weapons that use one type of ammunition
    usessecondaryammo not
    {
    //InInventory HasPlasmaWeapon, 1
    //{
      //drawimage ammoicon1, -86, -47;
      //drawimage ammoicon2, -86, -73;
      //drawnumber 4, HUDFONT2_DOOM, NCBlue, health, alignment(left), 189, -73;
      // The HellishMissileLauncher and the FlameCannon's icons are drawn
      // explicitly unfortunately, because Brutal Doom doesn't give them
      // icons - I do not like how it is done, but I have no other choice.
      IsSelected HellishMissileLauncher { drawimage "RANCY", -86, -60; }

      else
      {
        IsSelected FlameCannon { drawimage "MANCY", -86, -60; }
        else { drawimage ammoicon1, -86, -60; }
      }

      InInventory not NC_InfiniteAmmo
      {
        InInventory NC_PrimaryAmmoGreen
        {
          drawimage "H_BRFRMX", -185, -61;
          drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -58;
          drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -60;
        }

        InInventory NC_PrimaryAmmoYellow
        {
          drawimage "H_BRFRMX", -185, -61;
          drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -58;
          drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -60;
        }

        InInventory NC_PrimaryAmmoRed
        {
          drawimage "H_ARFW01", -185, -61;
          drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -58;
          drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -60;
        }
      }

      else
      {
        drawimage "H_BRFRMX", -185, -61;
        drawimage "H_BRFILI", -182, -58;
        drawimage "H_INFNTY", -211, -60;
      }
    }
  }

  // Otherwise (weapon doesn't use ammo), draw only the arms background
  usesammo not { drawimage "H_BGWP", -244, -85; }

  // Keys -----------------------------------------------------------------------------------------------

  drawswitchableimage keyslot 2, "H_NOKCRD", "STKEYS0", -52, -73; // Blue card
  drawswitchableimage keyslot 3, "H_NOKCRD", "STKEYS1", -52, -52; // Yellow card
  drawswitchableimage keyslot 1, "H_NOKCRD", "STKEYS2", -52, -31; // Red card

  drawswitchableimage keyslot 5, "H_NOSKLK", "STKEYS3", -31, -73; // Blue skull
  drawswitchableimage keyslot 6, "H_NOSKLK", "STKEYS4", -31, -52; // Yellow skull
  drawswitchableimage keyslot 4, "H_NOSKLK", "STKEYS5", -31, -31; // Red skull

  // Arms -----------------------------------------------------------------------------------------------

  // Depending on the presence of a weapon in the inventory,
  // the corresponding slot number will be displayed
  Alpha 0.35
  {
    drawswitchableimage weaponslot 1, "", "CONDIGT1", -238, -17;
    drawswitchableimage weaponslot 2, "", "CONDIGT2", -220, -17;
    drawswitchableimage weaponslot 3, "", "CONDIGT3", -202, -17;
    drawswitchableimage weaponslot 4, "", "CONDIGT4", -185, -17;
    drawswitchableimage weaponslot 5, "", "CONDIGT5", -166, -17;
    drawswitchableimage weaponslot 6, "", "CONDIGT6", -148, -17;
    drawswitchableimage weaponslot 7, "", "CONDIGT7", -130, -17;
    drawswitchableimage weaponslot 8, "", "CONDIGT8", -112, -17;
    drawswitchableimage weaponslot 9, "", "CONDIGT9", -94, -17;
    drawswitchableimage weaponslot 0, "", "CONDIGT0", -76, -17;
  }

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

  // Depending on the selected weapon's slot, the corresponding slot number will light up

  // Slot 1
  InInventory NC_WeaponSlot1 { drawstring NCCONFNT, NCBlueC, "1", -238, -19, 0, alignment(left); }

  // Slot 2
  InInventory NC_WeaponSlot2 { drawstring NCCONFNT, NCBlueC, "2", -220, -19, 0, alignment(left); }

  // Slot 3
  InInventory NC_WeaponSlot3 { drawstring NCCONFNT, NCBlueC, "3", -202, -19, 0, alignment(left); }

  // Slot 4
  InInventory NC_WeaponSlot4 { drawstring NCCONFNT, NCBlueC, "4", -185, -19, 0, alignment(left); }

  // Slot 5
  InInventory NC_WeaponSlot5 { drawstring NCCONFNT, NCBlueC, "5", -166, -19, 0, alignment(left); }

  // Slot 6
  InInventory NC_WeaponSlot6 { drawstring NCCONFNT, NCBlueC, "6", -148, -19, 0, alignment(left); }

  // Slot 7
  InInventory NC_WeaponSlot7 { drawstring NCCONFNT, NCBlueC, "7", -130, -19, 0, alignment(left); }

  // Slot 8
  InInventory NC_WeaponSlot8 { drawstring NCCONFNT, NCBlueC, "8", -112, -19, 0, alignment(left); }

  // Slot 9
  InInventory NC_WeaponSlot9 { drawstring NCCONFNT, NCBlueC, "9", -94, -19, 0, alignment(left); }

  // Slot 0
  InInventory NC_WeaponSlot0 { drawstring NCCONFNT, NCBlueC, "0", -76, -19, 0, alignment(left); }

  // All-ammo -------------------------------------------------------------------------------------------

  // Only draw the following if the "Reserve ammo toggle" option is set to on
  InInventory NC_ToggleAmmo
  {
    // Backgrounds: The top most ammo type's background is H_BGRAM1,
    // the bottom most is H_BGRAM3, and anything in between is H_BGRAM2
    drawimage "H_BGRAM1", -124, 10;
    drawimage "H_BGRAM2", -124, 30;
    drawimage "H_BGRAM2", -124, 50;
	drawimage "H_BGRAM3", -124, 70;
	//drawimage "H_BGRAM2", -124, 90;
    //drawimage "H_BGRAM3", -124, 110;

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

    // Bullets ammo ---------------------------

    InInventory NC_ReserveAmmo0
    {
      drawimage "H_ICNBLT", -29, 17;
      drawstring NCCONFNT, NCWhiteC, "/", -75, 16;
      drawnumber 4, NCCONFNT, NCBlueC, ammo NewClip, -90, 16;
      drawnumber 4, NCCONFNT, NCBlueC, ammocapacity NewClip, -46, 16;
    }
	
    else
    {
      Alpha 0.35
      {
        drawimage "H_ICNBLT", -29, 17;
		drawstring NCCONFNT, NCWhiteC, "/", -75, 16;
        drawnumber 4, NCCONFNT, NCWhiteC, ammo NewClip, -90, 16;
        drawnumber 4, NCCONFNT, NCWhiteC, ammocapacity NewClip, -46, 16;
		}
    }

    // Shells ammo ----------------------------

    InInventory NC_ReserveAmmo1
    {
      drawimage "H_ICNSHL", -31, 37;
      drawstring NCCONFNT, NCWhiteC, "/", -75, 36;
      drawnumber 4, NCCONFNT, NCBlueC, ammo NewShell, -90, 36;
      drawnumber 4, NCCONFNT, NCBlueC, ammocapacity NewShell, -46, 36;
    }

    else
    {
      Alpha 0.35
      {
      drawimage "H_ICNSHL", -31, 37;
      drawstring NCCONFNT, NCWhiteC, "/", -75, 36;
      drawnumber 4, NCCONFNT, NCWhiteC, ammo NewShell, -90, 36;
      drawnumber 4, NCCONFNT, NCWhiteC, ammocapacity NewShell, -46, 36;
      }
    }

    // Rockets ammo ---------------------------

    InInventory NC_ReserveAmmo2
    {
      drawimage "H_ICNRCT", -26, 53;
      drawstring NCCONFNT, NCWhiteC, "/", -75, 56;
      drawnumber 4, NCCONFNT, NCBlueC, ammo NewRocketAmmo, -90, 56;
      drawnumber 4, NCCONFNT, NCBlueC, ammocapacity NewRocketAmmo, -46, 56;
    }

    else
    {
      Alpha 0.35
      {
        drawimage "H_ICNRCT", -26, 53;
		drawstring NCCONFNT, NCWhiteC, "/", -75, 56;
		drawnumber 4, NCCONFNT, NCWhiteC, ammo NewRocketAmmo, -90, 56;
		drawnumber 4, NCCONFNT, NCWhiteC, ammocapacity NewRocketAmmo, -46, 56;
      }
    }

    // Cells ammo ----------------------------

    InInventory NC_ReserveAmmo3
    {
      drawimage "H_ICNCEL", -28, 76;
      drawstring NCCONFNT, NCWhiteC, "/", -75, 76;
      drawnumber 4, NCCONFNT, NCBlueC, ammo NewCell, -90, 76;
      drawnumber 4, NCCONFNT, NCBlueC, ammocapacity NewCell, -46, 76;
    }

    else
    {
      Alpha 0.35
      {
        drawimage "H_ICNCEL", -28, 76;
		drawstring NCCONFNT, NCWhiteC, "/", -75, 76;
		drawnumber 4, NCCONFNT, NCWhiteC, ammo NewCell, -90, 76;
		drawnumber 4, NCCONFNT, NCWhiteC, ammocapacity NewCell, -46, 76;
      }
    }

    // Seeker Missile Launcher ammo -----------
/*
    InInventory NC_ReserveAmmo4
    {
      drawimage "RANCY", -24, -128;
      drawstring NCCONFNT, NCWhiteC, "/", -71, -126;
      drawnumber 4, NCCONFNT, NCBlueC, ammo MiniHellRocketAmmo, -81, -126;
      drawnumber 4, NCCONFNT, NCBlueC, ammocapacity MiniHellRocketAmmo, -38, -126;
    }

    else
    {
      Alpha 0.35
      {
        drawimage "RANCY", -24, -128;
        drawstring NCCONFNT, NCWhiteC, "/", -71, -126;
        drawnumber 4, NCCONFNT, NCWhiteC, ammo MiniHellRocketAmmo, -81, -126;
        drawnumber 4, NCCONFNT, NCWhiteC, ammocapacity MiniHellRocketAmmo, -38, -126;
      }
    }

    // Flame Cannon ammo ----------------------

    InInventory NC_ReserveAmmo5
    {
      drawimage "MANCY", -24, -105;
      drawstring NCCONFNT, NCWhiteC, "/", -71, -103;
      drawnumber 4, NCCONFNT, NCBlueC, ammo Gas, -81, -103;
      drawnumber 4, NCCONFNT, NCBlueC, ammocapacity Gas, -38, -103;
    }

    else
    {
      Alpha 0.35
      {
        drawimage "MANCY", -24, -105;
        drawstring NCCONFNT, NCWhiteC, "/", -71, -103;
        drawnumber 4, NCCONFNT, NCWhiteC, ammo Gas, -81, -103;
        drawnumber 4, NCCONFNT, NCWhiteC, ammocapacity Gas, -38, -103;
      }
    } */
  }

  // Inventory Box --------------------------------------------------------------------------------------

  // If "Reserve ammo toggle" option is set to on, draw the artibox next to the reserve ammo display
  InInventory NC_ToggleAmmo
  {
    drawselectedinventory alternateonempty, center, NCCONFNT, -145, -109, -124, -98, NCWhiteC {}
    else { drawimage "ARTIBOX", -159, -125; }
  }

  // Otherwise, move it into its place
  else
  {
    drawselectedinventory alternateonempty, center, NCCONFNT, -24, -109, -7, -98, NCWhiteC {}
    else { drawimage "ARTIBOX", -42, -125; }
  }
}

statusbar inventory { drawinventorybar Strife, 6, NCCONFNT, 212, 315, 247, 342, NCWhiteC; }
statusbar automap {} // Dont' draw an automap statusbar