Height 32;
InterpolateHealth True, 100;
InterpolateArmor True, 100;

// Fullscreen HUD

statusbar fullscreen, forcescaled, fullscreenoffsets {
	// Powerup display
	// Berserk (300)
	// Blursphere (60?)
	// Speed upgrade (60)
	// Fatigue (60)
	// Thermal cloak (90)
	// Iron Curtain (30)
	// Time gun effects
	InInventory PowerBerserkHue {
		DrawImage "prh_back", -45, -100;
		DrawImage "prh_pstr", -45, -100;
		DrawImage "prs_pstr", -469, -270;
		DrawBar "prh_barr", "prh_barx", PowerupTime BerserkHue, vertical, -43, -98;
	}
	
	InInventory PowerInvisibility {
		InInventory Not PowerBerserk {
			DrawImage "prh_back", -45, -100;
			DrawImage "prh_blur", -45, -100;
			DrawBar "prh_barg", "prh_barx", PowerupTime Blursphere, vertical, -43, -98;
		}
	}
	
	InInventory PowerSpeedUpgrade {
		InInventory Not PowerInvisibility || PowerBerserk {
			DrawImage "prh_back", -45, -100;
			DrawImage "prh_sped", -45, -100;
			DrawBar "prh_barg", "prh_barx", PowerupTime SpeedUpgrade, vertical, -43, -98;
		}
	}
	
	InInventory PowerFatigue {
		InInventory Not PowerInvisibility || PowerBerserk {
		InInventory Not PowerSpeedUpgrade {
			DrawImage "prh_back", -45, -100;
			DrawImage "prh_fati", -45, -100;
			DrawBar "prh_barr", "prh_barx", PowerupTime SpeedDowngrade, vertical, -43, -98;
		}}
	}
	
	InInventory PowerThermalCloak {
		InInventory Not PowerInvisibility || PowerBerserk {
		InInventory Not PowerSpeedUpgrade || PowerFatigue {
			DrawImage "prh_back", -45, -100;
			
			// Draw the enemy team's obelisk as the icon, since that's what is
			// getting silenced out.
			InInventory IsBlue {
				DrawImage "prh_thrr", -45, -100;
			}
			
			InInventory Not IsBlue {
				DrawImage "prh_thrb", -45, -100;
			}
			
			DrawBar "prh_barg", "prh_barx", PowerupTime ThermalCloak, vertical, -43, -98;
		}}
	}
	
	InInventory PowerIronCurtain {	// [SG] Iron Curtain already has a colormap, leave it lower priority
		InInventory Not PowerInvisibility || PowerBerserk {
		InInventory Not PowerSpeedUpgrade || PowerFatigue {
		InInventory Not PowerThermalCloak {
			DrawImage "prh_back", -45, -100;
			DrawImage "prh_invu", -45, -100;
			DrawImage "prs_invu", -469, -270;
			DrawBar "prh_barw", "prh_barx", PowerupTime IronCurtain, vertical, -43, -98;
		}}}
	}
	
	InInventory PowerTimeGunFloat {
		InInventory Not PowerInvisibility || PowerBerserk {
		InInventory Not PowerSpeedUpgrade || PowerFatigue {
		InInventory Not PowerThermalCloak || PowerIronCurtain {
			DrawImage "prh_back", -45, -100;
			DrawImage "prh_timf", -45, -100;
			DrawBar "prh_baro", "prh_barx", PowerupTime TimeGunFloat, vertical, -43, -98;
		}}}
	}
	
	InInventory PowerTimeGunBoost {
		InInventory Not PowerInvisibility || PowerBerserk {
		InInventory Not PowerSpeedUpgrade || PowerFatigue {
		InInventory Not PowerThermalCloak || PowerTimeGunFloat {
		InInventory Not PowerIronCurtain {
			DrawImage "prh_back", -45, -100;
			DrawImage "prh_tims", -45, -100;
			DrawBar "prh_baro", "prh_barx", PowerupTime TimeGunBoost, vertical, -43, -98;
		}}}}
	}

	// Blue HUD
	InInventory Not IsRed {
		drawimage "IS2_AMMO", -110, -20;
		drawimage "IS2_HPI",  5, -17;
		drawimage "IS2_RANK", -115, -46;
		//drawimage "IS2-INTF", 100, 0;
	}
	
	// Red HUD
	InInventory IsRed {
		drawimage "IS2RAMMO", -110, -20;
		drawimage "IS2RHPI",  5, -17;
		drawimage "IS2RRANK", -115, -46;
		//drawimage "IS2RINTF", 100, 0;
	}
	
	// Health. For admin morph health is not relevant.
	InInventory Not PowerAdministrator {
		InInventory IsConsolePlayer {
			// Draw in colors based on health. A client-side ACS script sets
			// the amount of HUD_HealthType based on health.
			
			// > 100% health, use white color
			InInventory HUD_HealthType, 3 {
				drawnumber 4, INDEXFONT, White, health, 52, -13, 0;
			}
			
			// Exactly 100% health, use dark green
			InInventory Not HUD_HealthType, 3 {
				InInventory HUD_HealthType, 2 {
					drawnumber 4, INDEXFONT, DarkGreen, health, 52, -13, 0;
				}
			}
			
			// Green if >50% or yellow if 25-49%
			InInventory Not HUD_HealthType, 2 {
				InInventory HUD_HealthType, 1 {
					drawnumber 4, INDEXFONT, Green, health, 52, -13, 0, Yellow, 50;
				}
			}
			
			// Critical health, use blinking red if still alive. HUD_HealthBlink
			// is given if the player is still alive, black if dead.
			InInventory Not HUD_HealthType {
				InInventory HUD_HealthBlink {
					drawnumber 4, INDEXFONT, Red, health, 52, -13, 0, Black, 0;
				}
				
				InInventory Not HUD_HealthBlink {
					drawnumber 4, INDEXFONT, Black, health, 52, -13, 0;
				}
			}
		}
		
		InInventory Not IsConsolePlayer {
			// The health we're looking for is not the consoleplayer's.
			// We're coop-spying someone.
			drawnumber 4, INDEXFONT, White, health, 52, -13, 0;
		}
	}
	
	// Ammo numbers. Some weapons don't show ammo2 to cut redundancy.
	IsSelected Not "JuggernautWeapons" { IsSelected Not "WolverineWeapons", "TitanWeapons" {
	IsSelected Not "MadCatWeapons" { IsSelected Not "GatlingGun" {
	IsSelected Not "GaussRifle" {
	IsSelected Not "GrenadeLauncher" {
		drawnumber 3, INDEXFONT, White, ammo2, -17, -13, 0;
	}}}}
		drawnumber 3, INDEXFONT, White, ammo1, -45, -13, 0;
	}}
	
	// Harvester's tiberium symbol. I guess this should use the new design?
	InInventory IsHarvester {
		InInventory TiberiumCrystal {
			drawimage "TIBE-YES", -26, -75;
		}
		InInventory Not TiberiumCrystal {
			drawimage "TIBE-NO", -26, -75;
		}
	}
	
	// Armor modifiers
	InInventory Not PowerExplosiveResistance || PowerEnergyResistance {
	InInventory Not PowerBulletProof {
	InInventory Not PowerFireProof || PowerChemicalProof {
		drawimage "a_nomod", 60, -15;
	}}}
	
	InInventory PowerFireProof {drawimage "a_fire", 60, -15;}
	InInventory PowerChemicalProof {drawimage "a_chem", 60, -15;}
	InInventory PowerExplosiveResistance {drawimage "a_explo", 60, -15;}
	InInventory PowerEnergyResistance {drawimage "a_energy", 60, -15;}
	InInventory PowerBulletProof {drawimage "a_bproof", 60, -15;}
	InInventory PowerCryoResistance {drawimage "a_cryo", 60, -15;}
	
	// Armor grades
	InInventory PowerGradeNeg1Armor {drawimage "a_graden", 60, -15;}
	InInventory PowerGrade1Armor {drawimage "a_grade1", 60, -15;}
	InInventory PowerGrade2Armor {drawimage "a_grade2", 60, -15;}
	InInventory PowerGrade3Armor {drawimage "a_grade3", 60, -15;}
	InInventory PowerGrade4Armor {drawimage "a_grade4", 60, -15;}
	InInventory PowerGrade5Armor {drawimage "a_grade5", 60, -15;}
	
	// Progress bar for armor changing
	InInventory IsChangingArmor { InInventory Not CancelChangingArmor {
		DrawBar "progbar1", "progbar2", ArmorChangeProgress, horizontal, 18, -30;
	} }
	
	// Jetpack fuel bar
	InInventory Jetpack {
		DrawImage "fuelicon", -60, -48, CenterBottom, 0, 16;
		DrawBar "progbr1o", "progbar2", JetpackFuel, horizontal, -50, -60;
	}
	
	// Stealth charge bar
	InInventory IsStealth
	{
        InInventory not Jetpack, 1
		{ 
		    DrawImage "stlticon", -60, -50, CenterBottom, 0, 16;
		    DrawBar "progbr1b", "progbar2", StealthCharge, horizontal, -50, -60;
		}
        InInventory Jetpack, 1
		{ 
		    DrawImage "stlticon", -60, -65, CenterBottom, 0, 16;
		    DrawBar "progbr1b", "progbar2", StealthCharge, horizontal, -50, -75;
		}
	}

	// Frag Grenades
	InInventory FragGrenadeAmmo 
	{	
		InInventory IsRed 
		{
			drawimage "ICONADER", -58, -29;
		}	
		
		InInventory Not IsRed 
		{
			drawimage "ICONADEB", -58, -29;	
		}
	    drawnumber 1, INDEXFONT, White, ammo FragGrenadeAmmo, -45,  -27;			
	}	
		
	// Flashbangs
	InInventory FlashbangAmmo {	
		InInventory IsRed {
			drawimage "ICOBANGR", -30, -29;
		}	
	InInventory Not IsRed {
			drawimage "ICOBANGB", -30, -29;
		}
		drawnumber 1, INDEXFONT, White, ammo FlashbangAmmo, -17,  -27;					
	}	
				
	// Kamikaze
	InInventory IsKamikaze {	
		InInventory IsRed {
			drawimage "ICOKAMIR", -114, -29;
		}	
	InInventory Not IsRed {
			drawimage "ICOKAMIB", -114, -29;
		}
	}	
		
	// Firepower Upgrade
	InInventory PowerFirepowerUpgrade {	
		InInventory IsRed {
			drawimage "ICOFIRER", -86, -29;
		}	
	InInventory Not IsRed {
			drawimage "ICOFIREB", -86, -29;
		}
	}
	
	DrawSelectedInventory alwaysshowcounter, INDEXFONT, -85, -25, -87, -13, White, 0;
}

statusbar normal
{
	drawimage "STBAR", 0, 168;
	drawimage "STTPRCNT", 90, 171;
	drawimage "STTPRCNT", 221, 171;
	drawnumber 3, STATUSFONT, untranslated, ammo1, 44, 171;
	drawnumber 3, STATUSFONT, untranslated, health, 90, 171;
	drawnumber 3, STATUSFONT, untranslated, ammo2, 221, 171;

	//keys
	drawswitchableimage BlueCard && BlueSkull, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 239, 171;
	drawswitchableimage YellowCard && YellowSkull, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 239, 181;
	drawswitchableimage RedCard && RedSkull, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 239, 191;

	drawnumber 3, INDEXFONT, untranslated, ammo NewClipAmmo, 288, 173;
	drawnumber 3, INDEXFONT, untranslated, ammo RifleAmmo, 288, 179;
	drawnumber 3, INDEXFONT, untranslated, ammo MissileAmmo, 288, 185;
	drawnumber 3, INDEXFONT, untranslated, ammo LaserRifleAmmo, 288, 191;

	drawnumber 3, INDEXFONT, untranslated, ammo MachineGunAmmo, 314, 173;
	drawnumber 3, INDEXFONT, untranslated, ammo RifleGrenadeAmmo, 314, 179;
	drawnumber 3, INDEXFONT, untranslated, ammo GrenadeAmmo, 314, 185;
	drawnumber 3, INDEXFONT, untranslated, ammo GaussRifleAmmo, 314, 191;
	gamemode deathmatch, teamgame
	{
		drawnumber 2, STATUSFONT, untranslated, frags, 138, 171;
	}
	gamemode cooperative, singleplayer
	{
		drawimage "STARMS", 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;
	}
	gamemode cooperative, deathmatch, teamgame
	{
		drawimage translatable "STFBANY", 144, 169;
	}
	drawselectedinventory INDEXFONT, 143, 168;
}

statusbar inventoryfullscreen, fullscreenoffsets {
	drawinventorybar Doom, translucent|alwaysshow|alwaysshowcounter, 5, INDEXFONT, 18, -44, 38, -29, White;
}
