
height 32;
monospacefonts true, "0";

statusbar normal // Standard Doom Status bar
{
	InInventory FDPlutoniaToken, 1 
	{
		drawimage "STPBAR", 0, 168;
		drawimage "STTPRCNT", 90, 171;
		drawimage "STTPRCNT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDPlutBFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, HUDFONT_DOOM, untranslated, FDPlutCell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else
		{
			IsSelected FDPlutPistol // Check to see what ammo should be displayed for the Pistol
			{
				InInventory FDPistolAmmoMode
				{
					drawnumber 3, HUDFONT_DOOM, untranslated, FDPlutBullets, interpolate(4096), 44, 171;
				}
				Else
				{
					drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, interpolate(4096), 44, 171;
				}
			}
			Else // All other weaponry
			{
			drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		drawnumber 3, HUDFONT_DOOM, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, HUDFONT_DOOM, untranslated, armor, interpolate(4096), 221, 171;
	}
	InInventory FDTNTToken, 1 
	{
		drawimage "STTBAR", 0, 168;
		drawimage "STTPRCNT", 90, 171;
		drawimage "STTPRCNT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDTNTBFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, HUDFONT_DOOM, untranslated, FDTNTCell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else
		{
			IsSelected FDTNTPistol // Check to see what ammo should be displayed for the Pistol
			{
				InInventory FDPistolAmmoMode
				{
					drawnumber 3, HUDFONT_DOOM, untranslated, FDTNTBullets, interpolate(4096), 44, 171;
				}
				Else
				{
					drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, interpolate(4096), 44, 171;
				}
			}
			Else // All other weaponry
			{
			drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		drawnumber 3, HUDFONT_DOOM, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, HUDFONT_DOOM, untranslated, armor, interpolate(4096), 221, 171;
	}
	InInventory FDDoom2Token, 1 
	{
		drawimage "STDBAR", 0, 168;
		drawimage "D2PRCNT", 90, 171;
		drawimage "D2PRCNT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDDoom2BFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, FDFONT_DOOM2, untranslated, FDDoom2Cell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else
		{
			IsSelected FDDoom2Pistol // Check to see what ammo should be displayed for the Pistol
			{
				InInventory FDPistolAmmoMode
				{
					drawnumber 3, FDFONT_DOOM2, untranslated, FDDoom2Bullets, interpolate(4096), 44, 171;
				}
				Else
				{
					drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, interpolate(4096), 44, 171;
				}
			}
			Else // All other weaponry
			{
			drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		drawnumber 3, FDFONT_DOOM2, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, FDFONT_DOOM2, untranslated, armor, interpolate(4096), 221, 171;
	}
	InInventory FDAliensToken, 1 
	{
		drawimage "STABAR", 0, 168;
		drawimage "AAPRCNT", 90, 171;
		drawimage "AAPRCNT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDAliensBFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, FDFONT_ALIENS, untranslated, FDAliensCell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, FDFONT_ALIENS, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else
		{
			IsSelected FDAliensPistol // Check to see what ammo should be displayed for the Pistol
			{
				InInventory FDPistolAmmoMode
				{
					drawnumber 3, FDFONT_ALIENS, untranslated, FDAliensBullets, interpolate(4096), 44, 171;
				}
				Else
				{
					drawnumber 3, FDFONT_ALIENS, untranslated, ammo1, interpolate(4096), 44, 171;
				}
			}
			Else // All other weaponry
			{
			drawnumber 3, FDFONT_ALIENS, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		drawnumber 3, FDFONT_ALIENS, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, FDFONT_ALIENS, untranslated, armor, interpolate(4096), 221, 171;
	}
	InInventory FDJPCPToken, 1 
	{
		InInventory FDJPCPHUDType, 1 
		{
		drawimage "STJBAR2", 0, 168;
		drawimage "JPPRCT", 90, 171;
		drawimage "JPPRCT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDJPCPBFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, FDFONT_JPCP, untranslated, FDJPCPCell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, FDFONT_JPCP, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else
		{
			IsSelected FDJPCPPistol // Check to see what ammo should be displayed for the Pistol
			{
				InInventory FDPistolAmmoMode
				{
					drawnumber 3, FDFONT_JPCP, untranslated, FDJPCPBullets, interpolate(4096), 44, 171;
				}
				Else
				{
					drawnumber 3, FDFONT_JPCP, untranslated, ammo1, interpolate(4096), 44, 171;
				}
			}
			Else // All other weaponry
			{
			drawnumber 3, FDFONT_JPCP, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		drawnumber 3, FDFONT_JPCP, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, FDFONT_JPCP, untranslated, armor, interpolate(4096), 221, 171;
		}
		InInventory not FDJPCPHUDType, 1 
		{
		drawimage "STJBAR", 0, 168;
		drawimage "D2PRCNT", 90, 171;
		drawimage "D2PRCNT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDJPCPBFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, FDFONT_DOOM2, untranslated, FDJPCPCell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else
		{
			IsSelected FDJPCPPistol // Check to see what ammo should be displayed for the Pistol
			{
				InInventory FDPistolAmmoMode
				{
					drawnumber 3, FDFONT_DOOM2, untranslated, FDJPCPBullets, interpolate(4096), 44, 171;
				}
				Else
				{
					drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, interpolate(4096), 44, 171;
				}
			}
			Else // All other weaponry
			{
			drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		drawnumber 3, FDFONT_DOOM2, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, FDFONT_DOOM2, untranslated, armor, interpolate(4096), 221, 171;
		}
	}
	InInventory FDBTSXToken, 1 
	{
		drawimage "STXBAR", 0, 168;
		drawimage "BTSXPRCT", 90, 171;
		drawimage "BTSXPRCT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDBTSXBFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, FDFONT_BTSX, untranslated, FDBTSXCell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, FDFONT_BTSX, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else // All other weaponry
		{
			drawnumber 3, FDFONT_BTSX, untranslated, ammo1, interpolate(4096), 44, 171;
		}
		drawnumber 3, FDFONT_BTSX, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, FDFONT_BTSX, untranslated, armor, interpolate(4096), 221, 171;
	}
	InInventory FDHellboundToken, 1 
	{
		drawimage "STHBAR", 0, 168;
		drawimage "HBPRCNT", 90, 171;
		drawimage "HBPRCNT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDHellboundBFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, FDFONT_HELLBOUND, untranslated, FDHellboundCell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, FDFONT_HELLBOUND, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else
		{
			IsSelected FDHellboundPistol // Check to see what ammo should be displayed for the Pistol
			{
				InInventory FDPistolAmmoMode
				{
					drawnumber 3, FDFONT_HELLBOUND, untranslated, FDHellboundBullets, interpolate(4096), 44, 171;
				}
				Else
				{
					drawnumber 3, FDFONT_HELLBOUND, untranslated, ammo1, interpolate(4096), 44, 171;
				}
			}
			Else // All other weaponry
			{
			drawnumber 3, FDFONT_HELLBOUND, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		drawnumber 3, FDFONT_HELLBOUND, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, FDFONT_HELLBOUND, untranslated, armor, interpolate(4096), 221, 171;
	}
	InInventory FDAlienVendettaToken, 1 
	{
		drawimage "STVBAR", 0, 168;
		drawimage "AVPRCNT", 90, 171;
		drawimage "AVPRCNT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDAlienVendettaBFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, FDAlienVendettaCell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else
		{
			IsSelected FDAlienVendettaPistol // Check to see what ammo should be displayed for the Pistol
			{
				InInventory FDPistolAmmoMode
				{
					drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, FDAlienVendettaBullets, interpolate(4096), 44, 171;
				}
				Else
				{
					drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, ammo1, interpolate(4096), 44, 171;
				}
			}
			Else // All other weaponry
			{
			drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, armor, interpolate(4096), 221, 171;
	}
	InInventory FDWhitemareToken, 1 
	{
		drawimage "STWBAR", 0, 168;
		drawimage "AVPRCNT", 90, 171;
		drawimage "AVPRCNT", 221, 171;
		// Ammo display code, to make sure it shows the correct ammo for your current options
		IsSelected FDWhitemareBFG9000 // Check to see what ammo should be displayed for the BFG
		{
			InInventory FDVanillaBFGAmmoMode
			{
				drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, FDWhitemareCell, interpolate(4096), 44, 171;
			}
			Else
			{
				drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, ammo1, interpolate(4096), 44, 171;
			}
		}
		Else // All other weaponry
		{
			drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, ammo1, interpolate(4096), 44, 171;
		}
		drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, health, interpolate(4096), 90, 171;
		drawnumber 3, FDFONT_ALIENVENDETTA, untranslated, armor, interpolate(4096), 221, 171;
		InInventory FDWhitemareChainsaw, 1 
		{
			drawimage "STWHEATE", -1, 155;
			DrawBar "STWHEAT", "STWHEATB", Ammo FDWhitemareHeatLevel, horizontal, Interpolate(80), 1, 157;
			 // debug stuff
/*			drawnumber 5, FDFONT_ALIENVENDETTA, untranslated, FDWhitemareHeatLevel, interpolate(4096), 90, 141;
			InInventory FDWhitemareFloorProtection, 1 
			{
				drawimage "AVPRCNT", 90, 120;
			}
			InInventory FDWhitemareFloorImmunity, 1 
			{
				drawimage "HBPRCNT", 90, 100;
			}*/
			
			InInventory FDWhitemareHeatOverload, 1 // No longer used
			{
				drawimage "STWHEATF", -1, 155;
			}
		}
	}

	//keys
	drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 239, 171;
	drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 239, 181;
	drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 239, 191;
	
	InInventory FDPlutoniaToken, 1 
	{
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(FDPlutBullets), interpolate(4096), 288, 173;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(FDPlutShells), interpolate(4096), 288, 179;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(FDPlutRocket), interpolate(4096), 288, 185;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(FDPlutCell), interpolate(4096), 288, 191;

		drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(FDPlutBullets), interpolate(1), 314, 173;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(FDPlutShells), interpolate(1), 314, 179;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(FDPlutRocket), interpolate(1), 314, 185;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(FDPlutCell), interpolate(1), 314, 191;
	}
	InInventory FDTNTToken, 1 
	{
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(FDTNTBullets), interpolate(4096), 288, 173;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(FDTNTShells), interpolate(4096), 288, 179;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(FDTNTRocket), interpolate(4096), 288, 185;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(FDTNTCell), interpolate(4096), 288, 191;

		drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(FDTNTBullets), interpolate(1), 314, 173;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(FDTNTShells), interpolate(1), 314, 179;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(FDTNTRocket), interpolate(1), 314, 185;
		drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(FDTNTCell), interpolate(1), 314, 191;
	}
	InInventory FDDoom2Token, 1 
	{
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDDoom2Bullets), interpolate(4096), 288, 173;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDDoom2Shells), interpolate(4096), 288, 179;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDDoom2Rocket), interpolate(4096), 288, 185;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDDoom2Cell), interpolate(4096), 288, 191;

		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDDoom2Bullets), interpolate(1), 314, 173;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDDoom2Shells), interpolate(1), 314, 179;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDDoom2Rocket), interpolate(1), 314, 185;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDDoom2Cell), interpolate(1), 314, 191;
	}
	InInventory FDAliensToken, 1 
	{
		drawnumber 3, FDFONT_SALIENS, untranslated, ammo(FDAliensBullets), interpolate(4096), 288, 173;
		drawnumber 3, FDFONT_SALIENS, untranslated, ammo(FDAliensShells), interpolate(4096), 288, 179;
		drawnumber 3, FDFONT_SALIENS, untranslated, ammo(FDAliensRocket), interpolate(4096), 288, 185;
		drawnumber 3, FDFONT_SALIENS, untranslated, ammo(FDAliensCell), interpolate(4096), 288, 191;

		drawnumber 3, FDFONT_SALIENS, untranslated, ammocapacity(FDAliensBullets), interpolate(1), 314, 173;
		drawnumber 3, FDFONT_SALIENS, untranslated, ammocapacity(FDAliensShells), interpolate(1), 314, 179;
		drawnumber 3, FDFONT_SALIENS, untranslated, ammocapacity(FDAliensRocket), interpolate(1), 314, 185;
		drawnumber 3, FDFONT_SALIENS, untranslated, ammocapacity(FDAliensCell), interpolate(1), 314, 191;
	}
	InInventory FDJPCPToken, 1 
	{
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDJPCPBullets), interpolate(4096), 288, 173;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDJPCPShells), interpolate(4096), 288, 179;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDJPCPRocket), interpolate(4096), 288, 185;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDJPCPCell), interpolate(4096), 288, 191;

		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDJPCPBullets), interpolate(1), 314, 173;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDJPCPShells), interpolate(1), 314, 179;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDJPCPRocket), interpolate(1), 314, 185;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDJPCPCell), interpolate(1), 314, 191;
	}
	InInventory FDBTSXToken, 1 
	{
		InInventory FDBTSXOverdrivePower
		{
			drawimage "FLXNANO", 285, 185, center;
		}
		InInventory FDBTSXOverdrivePowerAlt
		{
			drawimage "FLXNANO", 285, 185, center;
		}
		drawnumber 3, FDFONT_SBTSX, untranslated, ammo(FDBTSXBullets), interpolate(4096), 288, 173;
		drawnumber 3, FDFONT_SBTSX, untranslated, ammo(FDBTSXShells), interpolate(4096), 288, 179;
		drawnumber 3, FDFONT_SBTSX, untranslated, ammo(FDBTSXRocket), interpolate(4096), 288, 185;
		drawnumber 3, FDFONT_SBTSX, untranslated, ammo(FDBTSXCell), interpolate(4096), 288, 191;

		drawnumber 3, FDFONT_SBTSX, untranslated, ammocapacity(FDBTSXBullets), interpolate(1), 314, 173;
		drawnumber 3, FDFONT_SBTSX, untranslated, ammocapacity(FDBTSXShells), interpolate(1), 314, 179;
		drawnumber 3, FDFONT_SBTSX, untranslated, ammocapacity(FDBTSXRocket), interpolate(1), 314, 185;
		drawnumber 3, FDFONT_SBTSX, untranslated, ammocapacity(FDBTSXCell), interpolate(1), 314, 191;
	}
	InInventory FDHellboundToken, 1 
	{
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDHellboundBullets), interpolate(4096), 288, 173;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDHellboundShells), interpolate(4096), 288, 179;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDHellboundRocket), interpolate(4096), 288, 185;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(FDHellboundCell), interpolate(4096), 288, 191;

		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDHellboundBullets), interpolate(1), 314, 173;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDHellboundShells), interpolate(1), 314, 179;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDHellboundRocket), interpolate(1), 314, 185;
		drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(FDHellboundCell), interpolate(1), 314, 191;
	}
	InInventory FDAlienVendettaToken, 1 
	{
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammo(FDAlienVendettaBullets), interpolate(4096), 288, 173;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammo(FDAlienVendettaShells), interpolate(4096), 288, 179;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammo(FDAlienVendettaRocket), interpolate(4096), 288, 185;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammo(FDAlienVendettaCell), interpolate(4096), 288, 191;

		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammocapacity(FDAlienVendettaBullets), interpolate(1), 314, 173;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammocapacity(FDAlienVendettaShells), interpolate(1), 314, 179;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammocapacity(FDAlienVendettaRocket), interpolate(1), 314, 185;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammocapacity(FDAlienVendettaCell), interpolate(1), 314, 191;
	}
	InInventory FDWhitemareToken, 1 
	{
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammo(FDWhitemareBullets), interpolate(4096), 288, 173;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammo(FDWhitemareShells), interpolate(4096), 288, 179;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammo(FDWhitemareRocket), interpolate(4096), 288, 185;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammo(FDWhitemareCell), interpolate(4096), 288, 191;

		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammocapacity(FDWhitemareBullets), interpolate(1), 314, 173;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammocapacity(FDWhitemareShells), interpolate(1), 314, 179;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammocapacity(FDWhitemareRocket), interpolate(1), 314, 185;
		drawnumber 3, FDFONT_SALIENVENDETTA, untranslated, ammocapacity(FDWhitemareCell), interpolate(1), 314, 191;
	}
	
	InInventory FDPlutoniaToken, 1 
	{
		drawimage "STFARMS", 104, 168;
		drawswitchableimage weaponslot 2, "STGNUM2", "STYSNUM2", 111, 172; 
		drawswitchableimage weaponslot 3, "STGNUM3", "STYSNUM3", 123, 172;
		drawswitchableimage weaponslot 4, "STGNUM4", "STYSNUM4", 135, 172;
		drawswitchableimage weaponslot 5, "STGNUM5", "STYSNUM5", 111, 182;
		drawswitchableimage weaponslot 6, "STGNUM6", "STYSNUM6", 123, 182;
		drawswitchableimage weaponslot 7, "STGNUM7", "STYSNUM7", 135, 182;
		
		drawimage "BFGFDOM", 143, 168;
		InInventory FDPlutBFGCharge, 1 
		{
			DrawBar "BFGBAR", "BFGBACK", Ammo FDPlutBFGCharge, vertical, Interpolate(1), 144, 171;
		}
	}
	InInventory FDTNTToken, 1 
	{
		drawimage "STFARMS", 104, 168;
		drawswitchableimage weaponslot 2, "STGNUM2", "STYSNUM2", 111, 172; 
		drawswitchableimage weaponslot 3, "STGNUM3", "STYSNUM3", 123, 172;
		drawswitchableimage weaponslot 4, "STGNUM4", "STYSNUM4", 135, 172;
		drawswitchableimage weaponslot 5, "STGNUM5", "STYSNUM5", 111, 182;
		drawswitchableimage weaponslot 6, "STGNUM6", "STYSNUM6", 123, 182;
		drawswitchableimage weaponslot 7, "STGNUM7", "STYSNUM7", 135, 182;
		
		drawimage "BFGFDOM", 143, 168;
		InInventory FDTNTBFGCharge, 1 
		{
			DrawBar "BFGBAR", "BFGBACK", Ammo FDTNTBFGCharge, vertical, Interpolate(1), 144, 171;
		}
	}
	InInventory FDDoom2Token, 1 
	{
		drawimage "STDARMS", 104, 168;
		drawswitchableimage weaponslot 2, "D2GNUM2", "D2SNUM2", 111, 172; 
		drawswitchableimage weaponslot 3, "D2GNUM3", "D2SNUM3", 123, 172;
		drawswitchableimage weaponslot 4, "D2GNUM4", "D2SNUM4", 135, 172;
		drawswitchableimage weaponslot 5, "D2GNUM5", "D2SNUM5", 111, 182;
		drawswitchableimage weaponslot 6, "D2GNUM6", "D2SNUM6", 123, 182;
		drawswitchableimage weaponslot 7, "D2GNUM7", "D2SNUM7", 135, 182;
		
		drawimage "BFGDOOM", 143, 168;
		InInventory FDDoom2BFGCharge, 1 
		{
			DrawBar "BFGBAR", "BFGBACK", Ammo FDDoom2BFGCharge, vertical, Interpolate(1), 144, 171;
		}
	}
	InInventory FDAliensToken, 1 
	{
		drawimage "STAARMS", 104, 168;
		drawswitchableimage weaponslot 2, "AA2NUM2", "AASNUM2", 111, 172; 
		drawswitchableimage weaponslot 3, "AA2NUM3", "AASNUM3", 123, 172;
		drawswitchableimage weaponslot 4, "AA2NUM4", "AASNUM4", 135, 172;
		drawswitchableimage weaponslot 5, "AA2NUM5", "AASNUM5", 111, 182;
		drawswitchableimage weaponslot 6, "AA2NUM6", "AASNUM6", 123, 182;
		drawswitchableimage weaponslot 7, "AA2NUM7", "AASNUM7", 135, 182;
		
		drawimage "BFGDOOM", 143, 168;
		InInventory FDAliensBFGCharge, 1 
		{
			DrawBar "BFGBAR", "BFGBACK", Ammo FDAliensBFGCharge, vertical, Interpolate(1), 144, 171;
		}
	}
	InInventory FDJPCPToken, 1 
	{
		InInventory FDJPCPHUDType, 1 
		{
		drawimage "STJARMS2", 104, 168;
		}
		InInventory not FDJPCPHUDType, 1 
		{
		drawimage "STJARMS", 104, 168;
		}
		drawswitchableimage weaponslot 2, "D2GNUM2", "D2SNUM2", 111, 172; 
		drawswitchableimage weaponslot 3, "D2GNUM3", "D2SNUM3", 123, 172;
		drawswitchableimage weaponslot 4, "D2GNUM4", "D2SNUM4", 135, 172;
		drawswitchableimage weaponslot 5, "D2GNUM5", "D2SNUM5", 111, 182;
		drawswitchableimage weaponslot 6, "D2GNUM6", "D2SNUM6", 123, 182;
		drawswitchableimage weaponslot 7, "D2GNUM7", "D2SNUM7", 135, 182;
		
		drawimage "JORBBACK", 145, 168;
		InInventory FDJPCPBFGCharge, 1 
		{
			DrawBar "JORB1", "JORBBACK", Ammo FDJPCPBFGCharge, vertical, Interpolate(1), 145, 168;
		}
	}
	InInventory FDBTSXToken, 1 
	{
		drawimage "STXARMS", 104, 168;
		drawswitchableimage weaponslot 2, "BSXGNUM2", "BSXSNUM2", 111, 172; 
		drawswitchableimage weaponslot 3, "BSXGNUM3", "BSXSNUM3", 123, 172;
		drawswitchableimage weaponslot 4, "BSXGNUM4", "BSXSNUM4", 135, 172;
		drawswitchableimage weaponslot 5, "BSXGNUM5", "BSXSNUM5", 111, 182;
		drawswitchableimage weaponslot 6, "BSXGNUM6", "BSXSNUM6", 123, 182;
		drawswitchableimage weaponslot 7, "BSXGNUM7", "BSXSNUM7", 135, 182;
		
		DrawBar "STXBFG2", "STXBFG1", Ammo FDBTSXBFGCharge, vertical, Interpolate(1), 143, 169;
	}
	InInventory FDHellboundToken, 1 
	{
		drawimage "STHARMS", 104, 168;
		drawswitchableimage weaponslot 2, "D2GNUM2", "D2SNUM2", 111, 172; 
		drawswitchableimage weaponslot 3, "D2GNUM3", "D2SNUM3", 123, 172;
		drawswitchableimage weaponslot 4, "D2GNUM4", "D2SNUM4", 135, 172;
		drawswitchableimage weaponslot 5, "D2GNUM5", "D2SNUM5", 111, 182;
		drawswitchableimage weaponslot 6, "D2GNUM6", "D2SNUM6", 123, 182;
		drawswitchableimage weaponslot 7, "D2GNUM7", "D2SNUM7", 135, 182;
		
		drawimage "BFGHDOM", 143, 168;
		InInventory FDHellboundBFGCharge, 1 
		{
			DrawBar "BFGBAR", "BFGBACK", Ammo FDHellboundBFGCharge, vertical, Interpolate(1), 144, 171;
		}
	}
	InInventory FDAlienVendettaToken, 1 
	{
		drawimage "STVARMS", 104, 168;
		drawswitchableimage weaponslot 2, "AVGNUM2", "AVSNUM2", 111, 172; 
		drawswitchableimage weaponslot 3, "AVGNUM3", "AVSNUM3", 123, 172;
		drawswitchableimage weaponslot 4, "AVGNUM4", "AVSNUM4", 135, 172;
		drawswitchableimage weaponslot 5, "AVGNUM5", "AVSNUM5", 111, 182;
		drawswitchableimage weaponslot 6, "AVGNUM6", "AVSNUM6", 123, 182;
		drawswitchableimage weaponslot 7, "AVGNUM7", "AVSNUM7", 135, 182;
		
		drawimage "STVBFG1", 143, 168;
		InInventory FDAlienVendettaBFGCharge, 1 
		{
			DrawBar "STVBFG2", "BFGBACK", Ammo FDAlienVendettaBFGCharge, vertical, Interpolate(1), 144, 171;
		}
	}
	InInventory FDWhitemareToken, 1
	{
		drawimage "STWARMS", 106, 168;
		drawswitchableimage weaponslot 2, "AVGNUM2", "AVSNUM2", 111, 172; 
		drawswitchableimage weaponslot 3, "AVGNUM3", "AVSNUM3", 123, 172;
		drawswitchableimage weaponslot 4, "AVGNUM4", "AVSNUM4", 135, 172;
		drawswitchableimage weaponslot 5, "AVGNUM5", "AVSNUM5", 111, 182;
		drawswitchableimage weaponslot 6, "AVGNUM6", "AVSNUM6", 123, 182;
		drawswitchableimage weaponslot 7, "AVGNUM7", "AVSNUM7", 135, 182;
		
		drawimage "STWBFG1", 142, 168;
		InInventory FDWhitemareBFGCharge, 1
		{
			DrawBar "STWBFG2", "STWBFG1", Ammo FDWhitemareBFGCharge, vertical, Interpolate(1), 142, 168;
		}
	}
		
/*	gamemode cooperative, deathmatch, teamgame
	{
		drawimage translatable "STFBANY", 143, 169;
	}*/
	
	InInventory FDPlutoniaToken, 1 
	{
		drawselectedinventory alternateonempty, INDEXFONT, 144, 168
		{
			drawmugshot "STF", 5, 144, 168;
		}
	}
	InInventory FDTNTToken, 1 
	{
		drawselectedinventory alternateonempty, INDEXFONT, 144, 168
		{
			drawmugshot "STF", 5, 144, 168;
		}
	}
	InInventory FDDoom2Token, 1 
	{
		drawselectedinventory alternateonempty, FDFONT_SDOOM2, 144, 168
		{
			drawmugshot "STF", 5, 144, 168;
		}
	}
	InInventory FDAliensToken, 1 
	{
		drawselectedinventory alternateonempty, FDFONT_SALIENS, 144, 168
		{
			drawmugshot "STF", 5, 144, 168;
		}
	}
	InInventory FDJPCPToken, 1 
	{
		drawselectedinventory alternateonempty, FDFONT_SDOOM2, 144, 168
		{
			drawmugshot "STF", 5, 144, 168;
		}
	}
	InInventory FDBTSXToken, 1 
	{
		drawselectedinventory alternateonempty, FDFONT_SBTSX, 144, 168
		{
			drawmugshot "STF", 5, 144, 168;
		}
	}
	InInventory FDHellboundToken, 1 
	{
		drawselectedinventory alternateonempty, FDFONT_SDOOM2, 144, 168
		{
			drawmugshot "STF", 5, 144, 168;
		}
	}
	InInventory FDAlienVendettaToken, 1 
	{
		drawselectedinventory alternateonempty, FDFONT_SALIENVENDETTA, 144, 168
		{
			drawmugshot "STF", 5, 144, 168;
		}
	}
	InInventory FDWhitemareToken, 1 
	{
		drawselectedinventory alternateonempty, FDFONT_SALIENVENDETTA, 144, 168
		{
			drawmugshot "STF", 5, 144, 168;
		}
	}
}

statusbar inventory // Standard bar overlay (ZDoom Addition)
{
	InInventory FDPlutoniaToken, 1 
	{
		drawinventorybar Doom, 7, INDEXFONT, 50, 170;
	}
	InInventory FDTNTToken, 1 
	{
		drawinventorybar Doom, 7, INDEXFONT, 50, 170;
	}
	InInventory FDDoom2Token, 1 
	{
		drawinventorybar Doom, 7, FDFONT_SDOOM2, 50, 137;
	}
	InInventory FDAliensToken, 1 
	{
		drawinventorybar Doom, 7, FDFONT_SALIENS, 50, 137;
	}
	InInventory FDJPCPToken, 1 
	{
		drawinventorybar Doom, 7, FDFONT_SDOOM2, 50, 137;
	}
	InInventory FDBTSXToken, 1 
	{
		drawinventorybar Doom, 7, FDFONT_SBTSX, 50, 137;
	}
	InInventory FDHellboundToken, 1 
	{
		drawinventorybar Doom, 7, FDFONT_SDOOM2, 50, 137;
	}
	InInventory FDAlienVendettaToken, 1 
	{
		drawinventorybar Doom, 7, FDFONT_SALIENVENDETTA, 50, 137;
	}
	InInventory FDWhitemareToken, 1 
	{
		drawinventorybar Doom, 7, FDFONT_SALIENVENDETTA, 50, 137;
	}
}

#include "FULLBAR"