statusbar fullscreen, fullscreenoffsets // ZDoom HUD
{
	alpha 0.7 {
		inInventory Not SamuTInv_HideSBAR{
			//health
			
			drawimage "MEDIA0", 20, -2, centerbottom;
			
			inInventory HUD_DangerHealth, 1
			{
				drawnumber 5, DBIGFONTNums, RED, health, drawshadow, alignment(left), 40, -26;
			}else{ inInventory HUD_CriticHealth, 1 {
				drawnumber 5, DBIGFONTNums, ORANGE, health, drawshadow, alignment(left), 40, -26;
			}else{ inInventory HUD_LowHealth, 1 {
				drawnumber 5, DBIGFONTNums, YELLOW, health, drawshadow, alignment(left), 40, -26;
			}else{ inInventory HUD_OverHealth, 1 {
				drawnumber 5, DBIGFONTNums, CYAN, health, drawshadow, alignment(left), 40, -26;
			}else{ // Normal health
				drawnumber 5, DBIGFONTNums, GREEN, health, drawshadow, alignment(left), 40, -26;
			}}}}

			inInventory Inventory_Stimpack, 1 {
				drawimage "ITEM10", 5, -80;
				drawnumber 2, DBIGFONT, GOLD, "Inventory_Stimpack", whennotzero, 35, -60;
			}
			drawimage runeicon, 150, -20, center;
			

			//armor
			drawimage armoricon, 20, -24, centerbottom;
			drawnumber 3, DBIGFONT, BLUE, armor, drawshadow, whennotzero, 80, -40;

			//ammo
			drawimage ammoicon1, -14, -4, centerbottom;
			drawnumber 4, DBIGFONTNums, untranslated, ammo1, drawshadow, -25, -26;
			
			isSelected "Repeater"{
				drawbar "R_HEAT1", "R_HEAT0", Rep_Heat, vertical, interpolate(5),  -110, -25;
			}
			isSelected "Repeater_DoubleSpeed"{
				drawbar "R_HEAT1", "R_HEAT0", Rep_Heat, vertical, interpolate(5),  -110, -25;
			}
			isSelected "Repeater_BlastShells"{
				drawbar "R_HEAT1", "R_HEAT0", Rep_Heat, vertical, interpolate(5),  -110, -25;
			}
			
			isSelected "Buckshot"{
				drawnumber 3, DBIGFONT, white, "Buckshot_LoadedShells", drawshadow, -25, -40;
			}else{ isSelected "Buckshot_Chamber"{
				drawnumber 3, DBIGFONT, white, "Buckshot_Chamber_LoadedShells", drawshadow, -25, -40;
			}else{ isSelected "Buckshot_Explosive"{
				drawnumber 3, DBIGFONT, white, "Buckshot_LoadedShells", drawshadow, -25, -40;
			}}}
			
			// [Samu] To show what powerups and stimpacks do you have.
			// WIP

			usesammo
			{
				//secondary ammo and inventory
				usessecondaryammo
				{
					drawimage ammoicon2, -14, -22, centerbottom;
					drawnumber 4, DBIGFONT, untranslated, ammo2, drawshadow, -25, -40;
					inventorybarnotvisible
					{
						drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, DBIGFONT, -14, -42, -26, -68, untranslated;
					}
				}
				//no secondary ammo
				usessecondaryammo not
				{
					inventorybarnotvisible
					{
						isSelected "Buckshot"{
							drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, DBIGFONT, -14, -44, -26, -68, untranslated;
						}else{ isSelected "Buckshot_Chamber"{
							drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, DBIGFONT, -14, -44, -26, -68, untranslated;
						}else{ isSelected "Buckshot_Explosive"{
							drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, DBIGFONT, -14, -44, -26, -68, untranslated;
						}else{
							drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, DBIGFONT, -14, -20, -26, -48, untranslated;
						}}}
					}
				}
			}
			
			// no ammo but inventory
			usesammo not
			{
				inventorybarnotvisible
				{
					drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, DBIGFONT, -14, -5, -26, -32, untranslated;
				}
			}

			gamemode deathmatch
			{
				drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;
			}
			gamemode singleplayer, cooperative, teamgame
			{
				drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;
			}
		} // Statusbar hiding.
	}
}