//// HUD RELATED

Actor Cash : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 999999999
	}

Actor CurrentPitchItem : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 90
	}
Actor CurrentPitchNegItem : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 90
	}
	
Actor WindItemL : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 6
	}

Actor WindItemR : Ammo 
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 6
	}

Actor HasFiredItem : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 1
	}
Actor AimItem : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 100
	}

Actor PreviousAimItem : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 100
	}

Actor PreviousForceItem : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 100
	}

Actor ForceItem : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 100
	}
	
Actor HealthMaxItem : Inventory
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 400
	}
	
Actor ArmorMaxItem : Inventory
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 400
	}
	
Actor GameTimeMinutes : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 400
	}

Actor GameTimeSeconds : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 400
	}

Actor TurnTime : Ammo
	{
		+INVENTORY.IGNORESKILL
		Inventory.Amount 1
		Inventory.MaxAmount 400
	}
	
////////////////////////////////
//// CURSORS AND CROSSHAIRS ////
////////////////////////////////

Actor XHair						// Standard player aiming crosshair
{
	-WINDTHRUST
	+NOGRAVITY
	-SOLID
	+NOCLIP
	+BRIGHT
	+CLIENTSIDEONLY
	scale 0.8
	
States
{
Spawn:
	TNT1 A 8 
	TNT1 A 1 bright A_Stop
	TNT1 A 0 Thing_ChangeTid(0, 0)
	HAIR A 4 bright A_Stop
	stop
}}


Actor PlayerBlockCheck			// Blocker check for teleport
{
height 50
radius 16
+SOLID
-TELESTOMP
-FIXMAPTHINGPOS
states
{
Spawn:
TNT1 A 0
TNT1 A 60
TNT1 A 0
stop
}}

Actor PlayerTeleport
{
+NOCLIP
+BRIGHT
+NOGRAVITY
+NOINTERACTION
+FIXMAPTHINGPOS
-SOLID
+NOBLOCKMAP
RenderStyle Add
alpha 0.8
states
{
Spawn:
MRN1 A -1
stop
}
}

Actor GUICursor					// Teleport/Airstrike cursor
{
+NOCLIP
+BRIGHT
+NOGRAVITY
+NOINTERACTION
+FIXMAPTHINGPOS
-SOLID
+NOBLOCKMAP
height 16
radius 16
States
{
Spawn:
CRDD A -1 bright
stop
}}

Actor GUITarget : GUICursor		// Homing weapons targetting crosshair
{
states
{
Spawn:
TARG A -1 bright
stop
}}

Actor GUITarget2 : GUITarget	// Homing weapons targetting clicked crosshair
{
Renderstyle Add
alpha 0.9
scale 1.2
+VISIBILITYPULSE
}

Actor ClickedSpot				// Point to hate for clicked spot weapons
{
+NOCLIP
+BRIGHT
+FIXMAPTHINGPOS
+NOGRAVITY
-SOLID
+NOBLOCKMAP
+INVISIBLE
height 4
radius 4
States
{
Spawn:
CRDD A -1
stop
}}


////////////////////////
/// FORCE INDICATORS ///
////////////////////////

actor TriForce_115
{
  +NOINTERACTION
  alpha 1
  scale 0.3
  +NOGRAVITY
  RenderStyle Translucent
  alpha 0.7
  States
  {   
    Spawn:
    CIRC A -1 bright
	stop
  }
}

actor TriForce_1530 : TriForce_115
{
 +NOINTERACTION
  alpha 1
  scale 0.35
  +NOGRAVITY
  States
  {   
    Spawn:
    CIRC B -1 bright
	stop
  }
}

actor TriForce_3045 : TriForce_115
{
	+NOINTERACTION
  alpha 1
  scale 0.4
  +NOGRAVITY
  States
  {   
    Spawn:
    CIRC C -1 bright
	stop
  }
}

actor TriForce_4560 : TriForce_115
{
	+NOINTERACTION
  alpha 1
  scale 0.45
  +NOGRAVITY
  States
  {   
    Spawn:
    CIRC D -1 bright
	stop
  }
}

actor TriForce_6075 : TriForce_115
{
	+NOINTERACTION
  alpha 1
  scale 0.5
  renderstyle add
  +NOGRAVITY
  States
  {   
    Spawn:
    CIRC E -1 bright
    stop
  }
}

actor TriForce_7590 : TriForce_115
{
	+NOINTERACTION
  alpha 1
  scale 0.55
  +NOGRAVITY
  States
  {   
    Spawn:
    CIRC F -1 bright
    stop
  }
}

actor TriForce_100 : TriForce_115
{
	+NOINTERACTION
  alpha 1
  scale 0.6
  +NOGRAVITY
  States
  {   
    Spawn:
    CIRC G -1 bright
    stop
  }
}