base Doom;
height 0;
resolution 640, 400;

// NC HUD
statusbar normal, fullscreenoffsets {
  drawimage "H_BGLEFT", 5, -85; // Left background
  drawmugshot "STF", 5, xdeathface, 6, -78; // Mugshot
  
	// KillSpree Meter
	InInventory KillSpreeOn {
		InInventory not ShowMapInfo {
			drawimage "SPREEBAK", 11, -205;
			drawimage "SPREEBAR", 5, -209;
			drawbar "SPREEREF", "sPREERED", DnD_SpreeTimer, vertical, 14, -202;
			
			InInventory AgamottoOffense {
				DrawImage "AGAOFF", 28, -144;
			}
			InInventory AgamottoDefense {
				DrawImage "AGADEF", 28, -144;
			}
			
			InInventory ElementPower_Fire {
				DrawImage "SIGILFIR", 28, -166;
			}
			InInventory ElementPower_Ice {
				DrawImage "SIGILICE", 28, -166;
			}
			InInventory ElementPower_Lightning {
				DrawImage "SIGILLIG", 28, -166;
			}
			InInventory ElementPower_Earth {
				DrawImage "SIGILERT", 28, -166;
			}
		}
		InInventory ShowMapInfo {
			drawimage "SPREEBAK", 131, -181;
			drawimage "SPREEBAR", 125, -185;
			drawbar "SPREEREF", "sPREERED", DnD_SpreeTimer, vertical, 134, -178;
			
			InInventory AgamottoOffense {
				DrawImage "AGAOFF", 148, -118;
			}
			InInventory AgamottoDefense {
				DrawImage "AGADEF", 148, -118;
			}
			
			InInventory ElementPower_Fire {
				DrawImage "SIGILFIR", 148, -140;
			}
			InInventory ElementPower_Ice {
				DrawImage "SIGILICE", 148, -140;
			}
			InInventory ElementPower_Lightning {
				DrawImage "SIGILLIG", 148, -140;
			}
			InInventory ElementPower_Earth {
				DrawImage "SIGILERT", 148, -140;
			}
		}
	}
	
	InInventory not KillSpreeOn {
		InInventory not ShowMapInfo {
			InInventory AgamottoOffense {
				DrawImage "AGAOFF", 14, -144;
			}
			InInventory AgamottoDefense {
				DrawImage "AGADEF", 14, -144;
			}
		}
		InInventory ShowMapInfo {
			InInventory AgamottoOffense {
				DrawImage "AGAOFF", 134, -118;
			}
			InInventory AgamottoDefense {
				DrawImage "AGADEF", 134, -118;
			}
		}
	}
  
  // player level
  drawimage "H_BGRAM1", 5, -108;
  drawstring NCNormalFont, NCWhiteC, "LEVEL", 19, -101, 0, alignment(left);
  drawnumber 3, NCNormalFont, NCWhiteC, ammo Level, alignment(right), 121, -101;
  
  // credits
  drawimage "H_BGRAM4", -256, 0;
  drawstring SHOPFONT, Untranslated, "h$", -214, 12, 0, alignment(right);
  drawnumber 10, SHOPFONT, Untranslated, ammo Credit, alignment(right), fillzeros, -16, 16;

  // 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, -46; }

    // Otherwise, draw the health icon instead
    else { drawimage "H_ICNHP", 74, -46; }

    InInventory HPOver100
    {
      drawimage "H_BRFRMX", 93, -48;
      drawbar "H_BRFILG", "H_BRFBGG", health P_HealthCap, horizontal, 96, -45;
      drawbar "H_BRFILB", "H_BRFBGB", HPOverAmount, horizontal, 96, -45;
      drawnumber 4, HUDFONT2_DOOM, NCBlue, health, alignment(left), 189, -47;
    }

    InInventory HPNormal
    {
      drawimage "H_BRFRMX", 93, -48;
      drawbar "H_BRFILG", "H_BRFBGG", health P_HealthCap, horizontal, 96, -45;
      drawnumber 4, HUDFONT2_DOOM, NCGreen, health, alignment(left), 189, -47;
    }

    InInventory HPBelow50
    {
      drawimage "H_HPWG01", 93, -48;
      drawbar "H_BRFILY", "H_BRFBGY", health P_HealthCap, horizontal, 96, -45;
      drawnumber 4, HUDFONT2_DOOM, NCYellow, health, alignment(left), 189, -47;
    }

    InInventory HPBelow25
    {
      drawimage "H_HPFC01", 93, -48;
      drawbar "H_BRFILR", "H_BRFBGR", health P_HealthCap, horizontal, 96, -45;
      drawnumber 4, HUDFONT2_DOOM, NCRed, health, alignment(left), 189, -47;
    }

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

    // Icon
    drawimage armoricon, 80, -68, center, 18, 18;

    // If armor is above 100, draw the bar overlay and counter in blue color,
    // and the bar frame in "normal" color
    InInventory ARMOver100
    {
      drawimage "H_BRFRMX", 93, -74; // Bar frame
      drawbar "H_BRFILG", "H_BRFBGG", armor P_ArmorCap, horizontal, 96, -71; // Bar
      drawbar "H_BRFILB", "H_BRFBGB", ARMOverAmount, horizontal, 96, -71; // Bar (over 100)
      drawnumber 4, HUDFONT2_DOOM, NCBlue, armor, alignment(left), 189, -73; // Counter
    }

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

    // If armor is in "warning" state, draw the bar and counter in yellow color
    InInventory ARMBelow50
    {
      drawimage "H_BRFRMX", 93, -74;
      drawbar "H_BRFILY", "H_BRFBGY", armor P_ArmorCap, horizontal, 96, -71;
      drawnumber 4, HUDFONT2_DOOM, NCYellow, armor, alignment(left), 189, -73;
    }

    // If armor is in "critical" state, draw the bar and counter in red color,
    // and the bar frame in glowing "normal"
    InInventory ARMBelow25
    {
      drawimage "H_ARFW01", 93, -74;
      drawbar "H_BRFILR", "H_BRFBGR", armor P_ArmorCap, horizontal, 96, -71;
      drawnumber 4, HUDFONT2_DOOM, NCRed, armor, alignment(left), 189, -73;
    }
  }

  // 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 HPOver100
    {
      drawimage "H_BRFRMX", 93, -61;
      drawbar "H_BRFILG", "H_BRFBGG", health P_HealthCap, horizontal, 96, -58;
      drawbar "H_BRFILB", "H_BRFBGB", HPOverAmount, horizontal, 96, -58;
      drawnumber 4, HUDFONT2_DOOM, NCBlue, health, alignment(left), 189, -60;
    }

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

    InInventory HPBelow50
    {
      drawimage "H_HPWG01", 93, -61;
      drawbar "H_BRFILY", "H_BRFBGY", health P_HealthCap, horizontal, 96, -58;
      drawnumber 4, HUDFONT2_DOOM, NCYellow, health, alignment(left), 189, -60;
    }

    InInventory HPBelow25
    {
      drawimage "H_HPFC01", 93, -61;
      drawbar "H_BRFILR", "H_BRFBGR", health P_HealthCap, horizontal, 96, -58;
      drawnumber 4, HUDFONT2_DOOM, NCRed, health, alignment(left), 189, -60;
    }
  }

  // EXP BAR -----------------------------------------------------------------------------------------

  InInventory ExpVisual
  {
    drawstring NCNormalFont, NCWhiteC, "EXP", 75, -19, 0, alignment(left);
    drawimage "H_BRFRME", 98, -18;
    drawbar "H_BRFILE", "H_BRFBGE", ammo ExpVisual, horizontal, 100, -16;
  }

  // Otherwise, dim the display.
  else
  {
    Alpha 0.5
    {
      drawstring NCNormalFont, NCWhiteC, "EXP", 75, -19, 0, alignment(left);
      drawimage "H_BRFRME", 98, -18;
      drawbar "H_BRFILE", "H_BRFBGE", ammo ExpVisual, horizontal, 100, -16;
    }
  }

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

  // Only draw the following if the "Tally toggle" option is set to on
  InInventory ShowMapInfo
  {
    // Level time
    drawimage "H_BGTLY1", 5, -199; // Background
    drawstring NCNormalFont, NCWhiteC, "T", 22, -192; // Label
    InInventory H_UnderPar { drawstring NCNormalFont, NCBlueC, time, 52, -192; } // Counter
    Else { drawstring NCNormalFont, NCWhiteC, time, 52, -192; }
    drawstring NCNormalFont, NCWhiteC, ":", 76, -192;
    drawstring NCNormalFont, NCWhiteC, ":", 100, -192;

    // Kills
    drawimage "H_BGTLY2", 5, -176;
    drawstring NCNormalFont, NCWhiteC, "K", 22, -169;
    drawstring NCNormalFont, NCWhiteC, "/", 81, -169;

    InInventory H_KillsAchieved
    {
      drawnumber 4, NCNormalFont, NCBlueC, kills, 70, -169;
      drawnumber 4, NCNormalFont, NCBlueC, monsters, 116, -169;
    }

    Else
    {
      drawnumber 4, NCNormalFont, NCWhiteC, kills, 70, -169;
      drawnumber 4, NCNormalFont, NCWhiteC, monsters, 116, -169;
    }

    // Items
    drawimage "H_BGTLY2", 5, -153;
    drawstring NCNormalFont, NCWhiteC, "I", 22, -146;
    drawstring NCNormalFont, NCWhiteC, "/", 81, -146;

    InInventory H_ItemsAchieved
    {
      drawnumber 4, NCNormalFont, NCBlueC, items, 70, -146;
      drawnumber 4, NCNormalFont, NCBlueC, totalitems, 116, -146;
    }

    Else
    {
      drawnumber 4, NCNormalFont, NCWhiteC, items, 70, -146;
      drawnumber 4, NCNormalFont, NCWhiteC, totalitems, 116, -146;
    }

    // Secrets
    drawimage "H_BGTLY3", 5, -131;
    drawstring NCNormalFont, NCWhiteC, "S", 22, -123;
    drawstring NCNormalFont, NCWhiteC, "/", 81, -123;

    InInventory H_SecretsAchieved
    {
      drawnumber 4, NCNormalFont, NCBlueC, secrets, 70, -123;
      drawnumber 4, NCNormalFont, NCBlueC, totalsecrets, 116, -123;
    }

    Else
    {
      drawnumber 4, NCNormalFont, NCWhiteC, secrets, 70, -123;
      drawnumber 4, NCNormalFont, NCWhiteC, totalsecrets, 116, -123;
    }
  }

  // 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
    {
        // Draw both primary and secondary ammo icons, if the equipped weapon uses two "distinct"
        // ammo types
        IsSelected "Ebony Cannon", "Magnum" {
            drawimage ammoicon2, -80, -67, center, 18, 18;
            drawimage ammoicon1, -80, -41, center, 18, 18;
        }
		
		IsSelected "Upgraded Super Shotgun2", "ResMelee1" {
            drawimage ammoicon2, -80, -67, center, 18, 18;
            drawimage ammoicon1, -80, -41, center, 18, 18;
		}
		
		IsSelected "Upgraded Shotgun2" {
            drawimage ammoicon2, -80, -67, center, 18, 18;
            drawimage ammoicon1, -80, -41, center, 18, 18;
		}
		
		IsSelected "Basilisk" {
			drawimage "BASIA01", -80, -41, center, 18, 18; // won't animate ammo icon for some reason
			drawimage "BASIB01", -80, -67, center, 18, 18;
		}
		
		IsSelected "ResRL1" {
			drawimage "LAAM1", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		IsSelected "ResPlasma2" {
			drawimage "D98AB1", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		IsSelected "ResSSG1" {
			drawimage "PCNIC1", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		IsSelected "Excalibat" {
			drawimage ammoicon2, -80, -59, center, 18, 18;
		}
		
		IsSelected "ResRL3" {
			drawimage "EICEAM1", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		// Special Ammo Weapons
		IsSelected " Shotgun ", "ResShotgun1" {
			InInventory SpecialAmmoMode_3, 1 {
				InInventory SpecialAmmoMode_3, 2 {
					InInventory SpecialAmmoMode_3, 3 {
						drawimage "ELECICO", -80, -54, center, 18, 18;
					}
					else {
						drawimage "MAGSICO", -80, -54, center, 18, 18;
					}
				}
				else {
					drawimage "FLECICO", -80, -54, center, 18, 18;
				}
			}
			else {
				drawimage ammoicon1, -80, -54, center, 18, 18;
			}
		}
		
		IsSelected "ResMG2" {
			InInventory SpecialAmmoMode_4, 9 {
				InInventory SpecialAmmoMode_4, 10 {
					drawimage "ESHAA0", -80, -54, center, 18, 18;
				}
				else {
					drawimage "SAM4A0", -80, -54, center, 18, 18;
				}
			}
			else {
				drawimage ammoicon1, -80, -54, center, 18, 18;
			}
		}
		
		IsSelected "Upgraded Shotgun" {
			InInventory SpecialAmmoMode_3, 1 {
				InInventory SpecialAmmoMode_3, 2 {
					InInventory SpecialAmmoMode_3, 3 {
						drawimage "ELECICO", -80, -41, center, 18, 18;
					}
					else {
						drawimage "MAGSICO", -80, -41, center, 18, 18;
					}
				}
				else {
					drawimage "FLECICO", -80, -41, center, 18, 18;
				}
			}
			else {
				drawimage ammoicon1, -80, -41, center, 18, 18;
			}
		}
		
		IsSelected " Machine Gun ", "ResMG1" {
			InInventory SpecialAmmoMode_4, 5 {
				InInventory SpecialAmmoMode_4, 6 {
					InInventory SpecialAmmoMode_4, 7 {
						drawimage "GAM2A0", -80, -54, center, 18, 18;
					}
					else {
						drawimage "GAM1A0", -80, -54, center, 18, 18;
					}
				}
				else {
					drawimage "GBUNA0", -80, -54, center, 18, 18;
				}
			}
			else {
				drawimage ammoicon1, -80, -54, center, 18, 18;
			}
		}
        
		// exceptions begone!
		IsSelected not "Ebony Cannon", "Magnum" {
			IsSelected not "Upgraded Shotgun", "Upgraded Super Shotgun2" {
				IsSelected not "Basilisk", "Upgraded Shotgun2" {
					IsSelected not "Slayer", "Excalibat" {
						isSelected not "ResSSG1", "ResRL1" {
							IsSelected not " Shotgun ", "Upgraded Shotgun" {
								IsSelected not "ResShotgun1", " Machine Gun " {
									IsSelected not "ResMG1", "ResPlasma2" {
										IsSelected not "ResShotgun2", "ResMG2" {
											IsSelected not "Upgraded Plasma Rifle3", "ResMelee1" {
												drawimage ammoicon1, -80, -54, center, 18, 18;
											}
										}
									}
								}
							}
						}
					}
				}
			}
		}

        InInventory not H_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 H_PrimaryGreen
          {
			IsSelected "Soul Render" {
				drawimage "H_ARFW01", -185, -48;
				drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
				drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -47;
			}
			
			IsSelected " Shotgun ", "Upgraded Shotgun" {
				drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_3, 1 {
					InInventory SpecialAmmoMode_3, 2 {
						InInventory SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILG", "H_BRFBGG", ammo ElectricShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo ElectricShell, -189, -47;
						}
						else {
							drawbar "H_BRFILG", "H_BRFBGG", ammo PiercingShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo PiercingShell, -189, -47;
						}
					}
					else {
						drawbar "H_BRFILG", "H_BRFBGG", ammo FlechetteShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo FlechetteShell, -189, -47;
					}
				}
				else {
					drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -47;
				}
			}
			
			IsSelected "ResShotgun1" {
				drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_3, 1 {
					InInventory SpecialAmmoMode_3, 2 {
						InInventory SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILG", "H_BRFBGG", ammo ElectricShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo ElectricShell, -189, -47;
						}
						else {
							drawbar "H_BRFILG", "H_BRFBGG", ammo PiercingShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo PiercingShell, -189, -47;
						}
					}
					else {
						drawbar "H_BRFILG", "H_BRFBGG", ammo FlechetteShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo FlechetteShell, -189, -47;
					}
				}
				else {
					drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -47;
				}
			}
			
			IsSelected "ResMG2" {
				drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_4, 9 {
					InInventory SpecialAmmoMode_4, 10 {
						drawbar "H_BRFILG", "H_BRFBGG", ammo ExplodingShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo ExplodingShell, -189, -47;
					}
					else {
						drawbar "H_BRFILG", "H_BRFBGG", ammo NitroShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo NitroShell, -189, -47;
					}
				}
				else {
					drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -47;
				}
			}
			
			IsSelected " Machine Gun ", "ResMG1" {
				drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_4, 5 {
					InInventory SpecialAmmoMode_4, 6 {
						InInventory SpecialAmmoMode_4, 7 {
							drawbar "H_BRFILG", "H_BRFBGG", ammo A40mmHEGrenade, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo A40mmHEGrenade, -189, -47;
						}
						else {
							drawbar "H_BRFILG", "H_BRFBGG", ammo A40mmSonicGrenade, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo A40mmSonicGrenade, -189, -47;
						}
					}
					else {
						drawbar "H_BRFILG", "H_BRFBGG", ammo Grenades, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo Grenades, -189, -47;
					}
				}
				else {
					drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -47;
				}
			}
			
			IsSelected not "Soul Render", " Shotgun " {
				IsSelected not "Upgraded Shotgun", "ResShotgun1" {
					IsSelected not " Machine Gun ", "ResMG1" {
						IsSelected not "ResMG2" {
							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 H_PrimaryYellow
          {
			IsSelected " Shotgun ", "Upgraded Shotgun" {
				drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_3, 1 {
					InInventory SpecialAmmoMode_3, 2 {
						InInventory SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILY", "H_BRFBGY", ammo ElectricShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo ElectricShell, -189, -47;
						}
						InInventory not SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILY", "H_BRFBGY", ammo PiercingShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo PiercingShell, -189, -47;
						}
					}
					InInventory not SpecialAmmoMode_3, 2 {
						drawbar "H_BRFILY", "H_BRFBGY", ammo FlechetteShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo FlechetteShell, -189, -47;
					}
				}
				InInventory not SpecialAmmoMode_3, 1 {
					drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -47;
				}
			}
			
			IsSelected "ResShotgun1" {
				drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_3, 1 {
					InInventory SpecialAmmoMode_3, 2 {
						InInventory SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILY", "H_BRFBGY", ammo ElectricShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo ElectricShell, -189, -47;
						}
						InInventory not SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILY", "H_BRFBGY", ammo PiercingShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo PiercingShell, -189, -47;
						}
					}
					InInventory not SpecialAmmoMode_3, 2 {
						drawbar "H_BRFILY", "H_BRFBGY", ammo FlechetteShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo FlechetteShell, -189, -47;
					}
				}
				InInventory not SpecialAmmoMode_3, 1 {
					drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -47;
				}
			}
			
			IsSelected "ResMG2" {
				drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_4, 9 {
					InInventory SpecialAmmoMode_4, 10 {
						drawbar "H_BRFILY", "H_BRFBGY", ammo ExplodingShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo ExplodingShell, -189, -47;
					}
					else {
						drawbar "H_BRFILY", "H_BRFBGY", ammo NitroShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo NitroShell, -189, -47;
					}
				}
				else {
					drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -47;
				}
			}
			
			IsSelected " Machine Gun ", "ResMG1" {
				drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_4, 5 {
					InInventory SpecialAmmoMode_4, 6 {
						InInventory SpecialAmmoMode_4, 7 {
							drawbar "H_BRFILY", "H_BRFBGY", ammo A40mmHEGrenade, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo A40mmHEGrenade, -189, -47;
						}
						else {
							drawbar "H_BRFILY", "H_BRFBGY", ammo A40mmSonicGrenade, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo A40mmSonicGrenade, -189, -47;
						}
					}
					else {
						drawbar "H_BRFILY", "H_BRFBGY", ammo Grenades, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo Grenades, -189, -47;
					}
				}
				else {
					drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -47;
				}
			}
			
			IsSelected not " Shotgun ", "Upgraded Shotgun" {
				IsSelected not "ResShotgun1" {
					IsSelected not " Machine Gun ", "ResMG1" {
						IsSelected not "ResMG2" {
							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 H_PrimaryRed
          {
		    IsSelected "Soul Render" {
			    drawimage "H_BRFRMX", -185, -48;
			    drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -45;
			    drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -47;
			}
			
			IsSelected " Shotgun ", "Upgraded Shotgun" {
			    drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_3, 1 {
					InInventory SpecialAmmoMode_3, 2 {
						InInventory SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILR", "H_BRFBGR", ammo ElectricShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCRed, ammo ElectricShell, -189, -47;
						}
						InInventory not SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILR", "H_BRFBGR", ammo PiercingShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCRed, ammo PiercingShell, -189, -47;
						}
					}
					InInventory not SpecialAmmoMode_3, 2 {
						drawbar "H_BRFILR", "H_BRFBGR", ammo FlechetteShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCRed, ammo FlechetteShell, -189, -47;
					}
				}
				InInventory not SpecialAmmoMode_3, 1 {
					drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -47;
				}
			}
			
			IsSelected "ResShotgun1" {
			    drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_3, 1 {
					InInventory SpecialAmmoMode_3, 2 {
						InInventory SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILR", "H_BRFBGR", ammo ElectricShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCRed, ammo ElectricShell, -189, -47;
						}
						InInventory not SpecialAmmoMode_3, 3 {
							drawbar "H_BRFILR", "H_BRFBGR", ammo PiercingShell, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCRed, ammo PiercingShell, -189, -47;
						}
					}
					InInventory not SpecialAmmoMode_3, 2 {
						drawbar "H_BRFILR", "H_BRFBGR", ammo FlechetteShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCRed, ammo FlechetteShell, -189, -47;
					}
				}
				InInventory not SpecialAmmoMode_3, 1 {
					drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -47;
				}
			}
			
			IsSelected "ResMG2" {
			    drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_4, 9 {
					InInventory SpecialAmmoMode_4, 10 {
						drawbar "H_BRFILR", "H_BRFBGR", ammo ExplodingShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCRed, ammo ExplodingShell, -189, -47;
					}
					else {
						drawbar "H_BRFILR", "H_BRFBGR", ammo NitroShell, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCRed, ammo NitroShell, -189, -47;
					}
				}
				else {
					drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -47;
				}
			}
			
			IsSelected " Machine Gun ", "ResMG1" {
				drawimage "H_BRFRMX", -185, -48;
				InInventory SpecialAmmoMode_4, 5 {
					InInventory SpecialAmmoMode_4, 6 {
						InInventory SpecialAmmoMode_4, 7 {
							drawbar "H_BRFILR", "H_BRFBGR", ammo A40mmHEGrenade, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCRed, ammo A40mmHEGrenade, -189, -47;
						}
						else {
							drawbar "H_BRFILR", "H_BRFBGR", ammo A40mmSonicGrenade, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCRed, ammo A40mmSonicGrenade, -189, -47;
						}
					}
					else {
						drawbar "H_BRFILR", "H_BRFBGR", ammo Grenades, horizontal, reverse, -182, -45;
						drawnumber 4, HUDFONT2_DOOM, NCRed, ammo Grenades, -189, -47;
					}
				}
				else {
					drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
					drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -47;
				}
			}
			
			IsSelected not "Soul Render", " Shotgun " {
				IsSelected not "Upgraded Shotgun", "ResShotgun1" {
					IsSelected not " Machine Gun ", "ResMG1" {
						IsSelected not "ResMG2" {
							drawimage "H_BRFRMX", -185, -48;
							drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
							drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -47;
						}
					}
				}
			}
          }

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

          InInventory H_SecondaryGreen
          {
			IsSelected "Upgraded Plasma Rifle", "Soul Render" {
				drawimage "H_ARFW01", -185, -74;
				drawbar "H_BRFILR", "H_BRFBGR", ammo2, horizontal, reverse, -182, -71;
				drawnumber 4, HUDFONT2_DOOM, NCRed, ammo2, -189, -73;
			}
			
			IsSelected "ResBfg1" {
				drawimage "H_ARFW01", -185, -74;
				drawbar "H_BRFILR", "H_BRFBGR", ammo2, horizontal, reverse, -182, -71;
				drawnumber 4, HUDFONT2_DOOM, NCRed, ammo2, -189, -73;
			}
			
			IsSelected "Sawedoff" {
				drawimage "H_ARFW01", -185, -74;
				drawbar "H_BRFILR", "H_BRFBGR", ammo2, horizontal, reverse, -182, -71;
				drawnumber 4, HUDFONT2_DOOM, NCRed, ammo2, -189, -73;
			}
			
			IsSelected not "Upgraded Plasma Rifle", "Soul Render" {
				IsSelected not "SawedOff", "ResBfg1" {
					drawimage "H_BRFRMX", -185, -74;
					drawbar "H_BRFILG", "H_BRFBGG", ammo2, horizontal, reverse, -182, -71;
					drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo2, -189, -73;
				}
			}
          }

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

          InInventory H_SecondaryRed
          {
			IsSelected "Upgraded Plasma Rifle", "Soul Render" {
				drawimage "H_BRFRMX", -185, -74;
				drawbar "H_BRFILG", "H_BRFBGG", ammo2, horizontal, reverse, -182, -71;
				drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo2, -189, -73;
			}
			
			IsSelected "ResBfg1" {
				drawimage "H_BRFRMX", -185, -74;
				drawbar "H_BRFILG", "H_BRFBGG", ammo2, horizontal, reverse, -182, -71;
				drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo2, -189, -73;
			}
			
			IsSelected "Sawedoff" {
				drawimage "H_BRFRMX", -185, -74;
				drawbar "H_BRFILG", "H_BRFBGG", ammo2, horizontal, reverse, -182, -71;
				drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo2, -189, -73;
			}
			
			IsSelected not "Upgraded Plasma Rifle", "Soul Render" {
				IsSelected not "SawedOff", "ResBfg1" {
					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;
        }
    }

    // Weapons that use one type of ammunition
    usessecondaryammo not
    {
		IsSelected " Akimbo Pistols " {
            drawimage "ACLIPICO", -80, -67, center, 18, 18;
            drawimage ammoicon1, -80, -41, center, 18, 18;
			drawnumber 2, HUDFONT2_DOOM, NCWhiteC, ammo AkimboClipLeft, alignment(right), -144, -74;
			drawnumber 2, HUDFONT2_DOOM, NCWhiteC, ammo AkimboClipRight, alignment(right), -96, -74;
			drawstring HUDFONT2_DOOM, NCWhiteC, "/", -120, -74;
		}
		
		IsSelected "Slayer" {
			drawimage "SLAYAM01", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		IsSelected "ResShotgun2" {
			drawimage "D97A1", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		IsSelected "ResSSG1" {
			drawimage "PCNIC1", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		IsSelected "ResRL1" {
			drawimage "LAAM1", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		IsSelected "Upgraded Plasma Rifle3" {
			drawimage "EICEAM1", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		IsSelected "ResPlasma2" {
			drawimage "D98AB1", -80, -55, center, 18, 18; // won't animate ammo icon for some reason
		}
		
		IsSelected "Grenade Launcher" {
			InInventory SpecialAmmoMode_5X, 6 {
				InInventory SpecialAmmoMode_5X, 7 {
					drawimage "GAM2A0", -80, -54, center, 18, 18;
				}
				else {
					drawimage "GAM1A0", -80, -54, center, 18, 18;
				}
			}
			else {
				drawimage ammoicon1, -80, -54, center, 18, 18;
			}
		}
		
		IsSelected not " Akimbo Pistols ", "Basilisk" {
			IsSelected not "Slayer", Excalibat {
				IsSelected not "ResSSG1", "ResRL1" {
					IsSelected not "Grenade Launcher", "ResPlasma2" {
						IsSelected not "ResShotgun2", "Upgraded Plasma Rifle3" {
							drawimage ammoicon1, -80, -54, center, 18, 18;
						}
					}
				}
			}
		}

      InInventory not H_InfiniteAmmo
      {
        InInventory H_PrimaryGreen
        {
			IsSelected " Akimbo Pistols " {
				drawimage "H_BRFRMX", -185, -48;
				drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -45;
				drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -47;
			}
			
			IsSelected "Grenade Launcher" {
				drawimage "H_BRFRMX", -185, -61;
				InInventory SpecialAmmoMode_5X, 6 {
					InInventory SpecialAmmoMode_5X, 7 {
						drawbar "H_BRFILG", "H_BRFBGG", ammo A40MMHEGrenade, horizontal, reverse, -182, -58;
						drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo A40MMHEGrenade, -189, -60;
					}
					else {
						drawbar "H_BRFILG", "H_BRFBGG", ammo A40MMSonicGrenade, horizontal, reverse, -182, -58;
						drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo A40MMSonicGrenade, -189, -60;
					}
				}
				else {
					drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -58;
					drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -60;
				}
			}
			
			IsSelected not " Akimbo Pistols ", "Grenade Launcher" {
				drawimage "H_BRFRMX", -185, -61;
				drawbar "H_BRFILG", "H_BRFBGG", ammo1, horizontal, reverse, -182, -58;
				drawnumber 4, HUDFONT2_DOOM, NCGreen, ammo1, -189, -60;
			}
        }

        InInventory H_PrimaryYellow
        {
			IsSelected " Akimbo Pistols " {
				drawimage "H_BRFRMX", -185, -48;
				drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -45;
				drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -47;
			}
			
			IsSelected "Grenade Launcher" {
				drawimage "H_BRFRMX", -185, -61;
				InInventory SpecialAmmoMode_5X, 6 {
					InInventory SpecialAmmoMode_5X, 7 {
						drawbar "H_BRFILY", "H_BRFBGY", ammo A40MMHEGrenade, horizontal, reverse, -182, -58;
						drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo A40MMHEGrenade, -189, -60;
					}
					else {
						drawbar "H_BRFILY", "H_BRFBGY", ammo A40MMSonicGrenade, horizontal, reverse, -182, -58;
						drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo A40MMSonicGrenade, -189, -60;
					}
				}
				else {
					drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -58;
					drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -60;
				}
			}
			
			IsSelected not " Akimbo Pistols ", "Grenade Launcher" {
				drawimage "H_BRFRMX", -185, -61;
				drawbar "H_BRFILY", "H_BRFBGY", ammo1, horizontal, reverse, -182, -58;
				drawnumber 4, HUDFONT2_DOOM, NCYellow, ammo1, -189, -60;
			}
        }

        InInventory H_PrimaryRed
        {
			IsSelected " Akimbo Pistols " {
				drawimage "H_ARFW01", -185, -48;
				drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -45;
				drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -47;
			}
			
			IsSelected "Grenade Launcher" {
				drawimage "H_ARFW01", -185, -61;
				InInventory SpecialAmmoMode_5X, 6 {
					InInventory SpecialAmmoMode_5X, 7 {
						drawbar "H_BRFILR", "H_BRFBGR", ammo A40MMHEGrenade, horizontal, reverse, -182, -58;
						drawnumber 4, HUDFONT2_DOOM, NCRed, ammo A40MMHEGrenade, -189, -60;
					}
					else {
						drawbar "H_BRFILR", "H_BRFBGR", ammo A40MMSonicGrenade, horizontal, reverse, -182, -58;
						drawnumber 4, HUDFONT2_DOOM, NCRed, ammo A40MMSonicGrenade, -189, -60;
					}
				}
				else {
					drawbar "H_BRFILR", "H_BRFBGR", ammo1, horizontal, reverse, -182, -58;
					drawnumber 4, HUDFONT2_DOOM, NCRed, ammo1, -189, -60;
				}
			}
			
			IsSelected not " Akimbo Pistols ", "Grenade Launcher" {
				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 0.5
  {
    drawswitchableimage weaponslot 1, "", "NCNFT049", -238, -19;
    drawswitchableimage weaponslot 2, "", "NCNFT050", -220, -19;
    drawswitchableimage weaponslot 3, "", "NCNFT051", -202, -19;
    drawswitchableimage weaponslot 4, "", "NCNFT052", -185, -19;
    drawswitchableimage weaponslot 5, "", "NCNFT053", -166, -19;
    drawswitchableimage weaponslot 6, "", "NCNFT054", -148, -19;
    drawswitchableimage weaponslot 7, "", "NCNFT055", -130, -19;
    drawswitchableimage weaponslot 8, "", "NCNFT056", -112, -19;
	drawswitchableimage weaponslot 9, "", "NCNFT057", -94, -19;
  }
  // survival lives
  GameMode Survival {
	drawnumber 1, HUDFONT2_DOOM, NCRed, ammo CurrentLives, -66, -20; 
  }
  // ----------------------------------------

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

  // Slot 1
  InInventory H_WeaponSlot1 { drawstring NCNormalFont, NCBlueC, "1", -238, -19, 0, alignment(left); }

  // Slot 2
  InInventory H_WeaponSlot2 { drawstring NCNormalFont, NCBlueC, "2", -220, -19, 0, alignment(left); }

  // Slot 3
  InInventory H_WeaponSlot3 { drawstring NCNormalFont, NCBlueC, "3", -202, -19, 0, alignment(left); }
  InInventory H_WeaponSlot3X { drawstring NCNormalFont, NCBlueC, "3", -202, -19, 0, alignment(left); }

  // Slot 4
  InInventory H_WeaponSlot4 { drawstring NCNormalFont, NCBlueC, "4", -185, -19, 0, alignment(left); }

  // Slot 5
  InInventory H_WeaponSlot5 { drawstring NCNormalFont, NCBlueC, "5", -166, -19, 0, alignment(left); }

  // Slot 6
  InInventory H_WeaponSlot6 { drawstring NCNormalFont, NCBlueC, "6", -148, -19, 0, alignment(left); }

  // Slot 7
  InInventory H_WeaponSlot7 { drawstring NCNormalFont, NCBlueC, "7", -130, -19, 0, alignment(left); }

  // Slot 8
  InInventory H_WeaponSlot8 { drawstring NCNormalFont, NCBlueC, "8", -112, -19, 0, alignment(left); }

  // Slot 9
  InInventory H_WeaponSlot9 { drawstring NCNormalFont, NCBlueC, "9", -94, -19, 0, alignment(left); }

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

  drawselectedinventory alternateonempty, center, NCNormalFont, -23, -106, -8, -100, NCWhiteC {}
  else { drawimage "ARTIBOX", -42, -125; }
}

statusbar automap { }

statusbar inventory // Standard bar overlay (ZDoom Addition)
{
    drawinventorybar Doom, 7, INDEXFONT, 50, 170;
}

statusbar inventoryfullscreen // ZDoom HUD overlay.
{
    drawinventorybar Doom, translucent, 7, INDEXFONT, 50, 170;
}

mugshot "Normal", health2
{
	ST00 30;
	ST03 3;
	ST04 11;
	ST03 3;
	ST00 20;
	ST01 3;
	ST02 8;
	ST01 3;
	ST00 5;
	ST03 3;
	ST04 15;
	ST03 3;
	ST00 40;
	ST01 3;
	ST02 11;
	ST01 3;
	ST00 50;
	ST01 3;
	ST02 14;
	ST01 3;
}

mugshot "death"
{
	DEAD0 -1;
}

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