//Spawner HUD
//Made by AlphaEnt.

//height 32;
//Resolution 320, 200


statusbar fullscreen, forcescaled
{

//Morale hud
	drawimage "H_MORL", 86, 184;
drawnumber 5, DOOSKSMOLNUMBFONT, white, armor, alignment(center),	96, 190;

//Health hud
	drawimage "H_HLTH", 208, 184;
	drawnumber 5, DOOSKSMOLNUMBFONT, white, health, alignment(center), 218, 190;

//Weapons hud
//Each weapon has a custom image name attached to them.
 IsSelected Dusk_Cigar  		{	drawimage "H_W00", 160, 185, center;  }
 IsSelected Dusk_Sickles  		{	drawimage "H_W01", 160, 185, center;  }
 IsSelected Dusk_Sword  		{	drawimage "H_W11", 160, 185, center;  }
 IsSelected Dusk_Pistol  		{	drawimage "H_W02", 160, 185, center;  }
 IsSelected Dusk_Pistol2  		{	drawimage "H_W12", 160, 185, center;  }
 IsSelected Dusk_Winchester  	{	drawimage "H_W03", 160, 185, center;  }
 IsSelected Dusk_Winchester2  	{	drawimage "H_W13", 160, 185, center;  }
 IsSelected Dusk_SuperShotgun  	{	drawimage "H_W04", 160, 185, center;  }
 IsSelected Dusk_AssRifle  		{	drawimage "H_W05", 160, 185, center;  }
 IsSelected Dusk_Sniper  		{	drawimage "H_W06", 160, 185, center;  }
 IsSelected Dusk_Crossbow  		{	drawimage "H_W07", 160, 185, center;  }
 IsSelected Dusk_Mortar  		{	drawimage "H_W08", 160, 185, center;  }
 IsSelected Dusk_Riveter  		{	drawimage "H_W09", 160, 185, center;  }

//Shows ammo value
	drawnumber 5, DOOSKBIGNUMBFONT, white, ammo1, alignment(center), whennotzero, 158, 189;




//Detects the achievements menu.
 Ininventory Cheevo_Menu, 1  		{	
 drawimage "H_AWRD", 0, 0;
 
	drawnumber 5, INDEXFONT, white, Cheevo_lowtech, 	alignment(center), 144, 38;
	drawnumber 5, INDEXFONT, white, Cheevo_untouchable, alignment(center), 176, 38;

/*
//placeholder
	drawnumber 5, INDEXFONT, white, Cheevo_Survive05, 	alignment(center), 123, 112;
	drawnumber 5, INDEXFONT, white, Cheevo_Survive10, 	alignment(center), 160, 112;
	drawnumber 5, INDEXFONT, white, Cheevo_Survive20, 	alignment(center), 197, 112;
	drawnumber 5, INDEXFONT, white, Cheevo_Survive30, 	alignment(center), 160, 142;


//	drawnumber 5, INDEXFONT, white, Cheevo_pleased, 	alignment(center), 0, 0;

//Unfinished mappack placeholder
	drawnumber 5, INDEXFONT, white, Cheevo_goaway, 		alignment(center), 101, 180;
	drawnumber 5, INDEXFONT, white, Cheevo_meta, 		alignment(center), 160, 180;
	drawnumber 5, INDEXFONT, white, Cheevo_gottagoast, 	alignment(center), 219, 180;
*/






//Medals change places, up to which ones you have.

//Checks for monsters/secret/items medals.
	inInventory cheevo_100items,   1 		{	drawimage "H_AR03", 160, 60, center;
	drawnumber 5, INDEXFONT, white, Cheevo_100monsters, alignment(center), 134, 72;
	drawnumber 5, INDEXFONT, white, Cheevo_100secrets, 	alignment(center), 160, 72;
	drawnumber 5, INDEXFONT, white, Cheevo_100items, 	alignment(center), 186, 72;	}	else {
	
	inInventory cheevo_100secrets,   1 		{	drawimage "H_AR02", 160, 60, center;
	drawnumber 5, INDEXFONT, white, Cheevo_100monsters, alignment(center), 134, 72;
	drawnumber 5, INDEXFONT, white, Cheevo_100secrets, 	alignment(center), 186, 72;	}	else {
	
	inInventory cheevo_100monsters,   1 	{	drawimage "H_AR01", 160, 60, center;
	drawnumber 5, INDEXFONT, white, Cheevo_100monsters, alignment(center), 160, 72;	} 	else {

//Nothing to show
}}}


//Checks how many maps in a row you have survived.
			inInventory Cheevo_Survive30,   1 {	drawimage "H_AR14", 160, 108, center;	} else {
			inInventory Cheevo_Survive20,   1 {	drawimage "H_AR13", 160, 108, center;	} else {
			inInventory Cheevo_Survive10,   1 {	drawimage "H_AR12", 160, 108, center;	} else {
			inInventory Cheevo_Survive05,   1 {	drawimage "H_AR11", 160, 108, center;	} else {

}}}}



//Checks if player is playing an official mappack
	inInventory official_mappack,   1 		{	drawimage "H_ARMPCK", 160, 156, center;
	drawnumber 5, INDEXFONT, white, Cheevo_goaway, 		alignment(center), 101, 170;
	drawnumber 5, INDEXFONT, white, Cheevo_meta, 		alignment(center), 160, 170;
	drawnumber 5, INDEXFONT, white, Cheevo_gottagoast, 	alignment(center), 219, 170;}	else {
}


 
 
 }




//Detects if player has picked up a weapon and which weapon is active.
//Also detects current aspect ratio.
AspectRatio "16:9"
{
//Weapon icons section	
drawswitchableimage Dusk_Sickles, 		"nullimage", "H_WS01", 		-49, 182;
drawswitchableimage Dusk_Pistol, 		"nullimage", "H_WS02", 		-49, 182;
drawswitchableimage Dusk_Winchester, 	"nullimage", "H_WS03", 		-49, 182;
drawswitchableimage Dusk_SuperShotgun, 	"nullimage", "H_WS04", 		-49, 182;
drawswitchableimage Dusk_AssRifle, 		"nullimage", "H_WS05", 		-49, 182;
drawswitchableimage Dusk_Sniper, 		"nullimage", "H_WS06", 		-49, 182;
drawswitchableimage Dusk_Crossbow, 		"nullimage", "H_WS07", 		-49, 182;
drawswitchableimage Dusk_mortar, 		"nullimage", "H_WS08", 		-49, 182;
drawswitchableimage Dusk_Riveter, 		"nullimage", "H_WS09", 		-49, 182;	

//Weapon selcted section	
 IsSelected Dusk_Sickles  		{	drawimage "H_WS11", -49, 182;  }
 IsSelected Dusk_Sword  		{	drawimage "H_WS11", -49, 182;  }
 IsSelected Dusk_Pistol  		{	drawimage "H_WS12", -49, 182;  }
 IsSelected Dusk_Pistol2  		{	drawimage "H_WS12", -49, 182;  }
 IsSelected Dusk_Winchester  	{	drawimage "H_WS13", -49, 182;  }
 IsSelected Dusk_Winchester2  	{	drawimage "H_WS13", -49, 182;  }
 IsSelected Dusk_SuperShotgun  	{	drawimage "H_WS14", -49, 182;  }
 IsSelected Dusk_AssRifle  		{	drawimage "H_WS15", -49, 182;  }
 IsSelected Dusk_Sniper  		{	drawimage "H_WS16", -49, 182;  }
 IsSelected Dusk_Crossbow  		{	drawimage "H_WS17", -49, 182;  }
 IsSelected Dusk_Mortar  		{	drawimage "H_WS18", -49, 182;  }
 IsSelected Dusk_Riveter  		{	drawimage "H_WS19", -49, 182;  }	

//Ammo counter
	drawimage "H_AMMO", -49, 168;
	drawnumber 5, INDEXSMOLFONT, white, Clip, 			alignment(center), -40, 168;
	drawnumber 5, INDEXSMOLFONT, white, Shell, 			alignment(center), -18, 168;
	drawnumber 5, INDEXSMOLFONT, white, RocketAmmo, 	alignment(center), -40, 175;
	drawnumber 5, INDEXSMOLFONT, white, Cell, 			alignment(center), -18, 175;
}








AspectRatio "16:10"
{
//Weapon icons section	
drawswitchableimage Dusk_Sickles, 		"nullimage", "H_WS01", 		3, 182;
drawswitchableimage Dusk_Pistol, 		"nullimage", "H_WS02", 		3, 182;
drawswitchableimage Dusk_Winchester, 	"nullimage", "H_WS03", 		3, 182;
drawswitchableimage Dusk_SuperShotgun, 	"nullimage", "H_WS04", 		3, 182;
drawswitchableimage Dusk_AssRifle, 		"nullimage", "H_WS05", 		3, 182;
drawswitchableimage Dusk_Sniper, 		"nullimage", "H_WS06", 		3, 182;
drawswitchableimage Dusk_Crossbow, 		"nullimage", "H_WS07", 		3, 182;
drawswitchableimage Dusk_mortar, 		"nullimage", "H_WS08", 		3, 182;
drawswitchableimage Dusk_Riveter, 		"nullimage", "H_WS09", 		3, 182;	

//Weapon selcted section	
 IsSelected Dusk_Sickles  		{	drawimage "H_WS11", 3, 182;  }
 IsSelected Dusk_Sword  		{	drawimage "H_WS11", 3, 182;  }
 IsSelected Dusk_Pistol  		{	drawimage "H_WS12", 3, 182;  }
 IsSelected Dusk_Pistol2  		{	drawimage "H_WS12", 3, 182;  }
 IsSelected Dusk_Winchester  	{	drawimage "H_WS13", 3, 182;  }
 IsSelected Dusk_Winchester2  	{	drawimage "H_WS13", 3, 182;  }
 IsSelected Dusk_SuperShotgun  	{	drawimage "H_WS14", 3, 182;  }
 IsSelected Dusk_AssRifle  		{	drawimage "H_WS15", 3, 182;  }
 IsSelected Dusk_Sniper  		{	drawimage "H_WS16", 3, 182;  }
 IsSelected Dusk_Crossbow  		{	drawimage "H_WS17", 3, 182;  }
 IsSelected Dusk_Mortar  		{	drawimage "H_WS18", 3, 182;  }
 IsSelected Dusk_Riveter  		{	drawimage "H_WS19", 3, 182;  }	

//Ammo counter
	drawimage "H_AMMO", 3, 168;
	drawnumber 5, INDEXSMOLFONT, white, Clip, 			alignment(center), 12, 168;
	drawnumber 5, INDEXSMOLFONT, white, Shell, 			alignment(center), 34, 168;
	drawnumber 5, INDEXSMOLFONT, white, RocketAmmo, 	alignment(center), 12, 175;
	drawnumber 5, INDEXSMOLFONT, white, Cell, 			alignment(center), 34, 175;
}






AspectRatio "4:3"
{
//Weapon icons section	
drawswitchableimage Dusk_Sickles, 		"nullimage", "H_WS01", 		3, 182;
drawswitchableimage Dusk_Pistol, 		"nullimage", "H_WS02", 		3, 182;
drawswitchableimage Dusk_Winchester, 	"nullimage", "H_WS03", 		3, 182;
drawswitchableimage Dusk_SuperShotgun, 	"nullimage", "H_WS04", 		3, 182;
drawswitchableimage Dusk_AssRifle, 		"nullimage", "H_WS05", 		3, 182;
drawswitchableimage Dusk_Sniper, 		"nullimage", "H_WS06", 		3, 182;
drawswitchableimage Dusk_Crossbow, 		"nullimage", "H_WS07", 		3, 182;
drawswitchableimage Dusk_mortar, 		"nullimage", "H_WS08", 		3, 182;
drawswitchableimage Dusk_Riveter, 		"nullimage", "H_WS09", 		3, 182;	

//Weapon selcted section	
 IsSelected Dusk_Sickles  		{	drawimage "H_WS11", 3, 182;  }
 IsSelected Dusk_Sword  		{	drawimage "H_WS11", 3, 182;  }
 IsSelected Dusk_Pistol  		{	drawimage "H_WS12", 3, 182;  }
 IsSelected Dusk_Pistol2  		{	drawimage "H_WS12", 3, 182;  }
 IsSelected Dusk_Winchester  	{	drawimage "H_WS13", 3, 182;  }
 IsSelected Dusk_Winchester2  	{	drawimage "H_WS13", 3, 182;  }
 IsSelected Dusk_SuperShotgun  	{	drawimage "H_WS14", 3, 182;  }
 IsSelected Dusk_AssRifle  		{	drawimage "H_WS15", 3, 182;  }
 IsSelected Dusk_Sniper  		{	drawimage "H_WS16", 3, 182;  }
 IsSelected Dusk_Crossbow  		{	drawimage "H_WS17", 3, 182;  }
 IsSelected Dusk_Mortar  		{	drawimage "H_WS18", 3, 182;  }
 IsSelected Dusk_Riveter  		{	drawimage "H_WS19", 3, 182;  }	

//Ammo counter
	drawimage "H_AMMO", 3, 168;
	drawnumber 5, INDEXSMOLFONT, white, Clip, 			alignment(center), 12, 168;
	drawnumber 5, INDEXSMOLFONT, white, Shell, 			alignment(center), 34, 168;
	drawnumber 5, INDEXSMOLFONT, white, RocketAmmo, 	alignment(center), 12, 175;
	drawnumber 5, INDEXSMOLFONT, white, Cell, 			alignment(center), 34, 175;
}





AspectRatio "5:4"
{
//Weapon icons section	
drawswitchableimage Dusk_Sickles, 		"nullimage", "H_WS01", 		3, 182;
drawswitchableimage Dusk_Pistol, 		"nullimage", "H_WS02", 		3, 182;
drawswitchableimage Dusk_Winchester, 	"nullimage", "H_WS03", 		3, 182;
drawswitchableimage Dusk_SuperShotgun, 	"nullimage", "H_WS04", 		3, 182;
drawswitchableimage Dusk_AssRifle, 		"nullimage", "H_WS05", 		3, 182;
drawswitchableimage Dusk_Sniper, 		"nullimage", "H_WS06", 		3, 182;
drawswitchableimage Dusk_Crossbow, 		"nullimage", "H_WS07", 		3, 182;
drawswitchableimage Dusk_mortar, 		"nullimage", "H_WS08", 		3, 182;
drawswitchableimage Dusk_Riveter, 		"nullimage", "H_WS09", 		3, 182;	

//Weapon selcted section	
 IsSelected Dusk_Sickles  		{	drawimage "H_WS11", 3, 182;  }
 IsSelected Dusk_Sword  		{	drawimage "H_WS11", 3, 182;  }
 IsSelected Dusk_Pistol  		{	drawimage "H_WS12", 3, 182;  }
 IsSelected Dusk_Pistol2  		{	drawimage "H_WS12", 3, 182;  }
 IsSelected Dusk_Winchester  	{	drawimage "H_WS13", 3, 182;  }
 IsSelected Dusk_Winchester2  	{	drawimage "H_WS13", 3, 182;  }
 IsSelected Dusk_SuperShotgun  	{	drawimage "H_WS14", 3, 182;  }
 IsSelected Dusk_AssRifle  		{	drawimage "H_WS15", 3, 182;  }
 IsSelected Dusk_Sniper  		{	drawimage "H_WS16", 3, 182;  }
 IsSelected Dusk_Crossbow  		{	drawimage "H_WS17", 3, 182;  }
 IsSelected Dusk_Mortar  		{	drawimage "H_WS18", 3, 182;  }
 IsSelected Dusk_Riveter  		{	drawimage "H_WS19", 3, 182;  }	

//Ammo counter
	drawimage "H_AMMO", 3, 168;
	drawnumber 5, INDEXSMOLFONT, white, Clip, 			alignment(center), 12, 168;
	drawnumber 5, INDEXSMOLFONT, white, Shell, 			alignment(center), 34, 168;
	drawnumber 5, INDEXSMOLFONT, white, RocketAmmo, 	alignment(center), 12, 175;
	drawnumber 5, INDEXSMOLFONT, white, Cell, 			alignment(center), 34, 175;
}








	gamemode deathmatch, teamgame
	{
		drawnumber 2, INDEXFON, White, frags, 270, 1;
	}
	gamemode cooperative, singleplayer
	{
	
//Detects current aspect ratio and shows the keys according to such ratio.		
AspectRatio "16:9"
{
//Keys section
		drawswitchableimage BlueCard, "nullimage", "STKEYS0", 		340, 182;//78
		drawswitchableimage YellowCard, "nullimage", "STKEYS1", 	350, 182;
		drawswitchableimage RedCard, "nullimage", "STKEYS2", 		360, 182;
		drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 		340, 190;
		drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 	350, 190;
		drawswitchableimage RedSkull, "nullimage", "STKEYS5", 		360, 190;
	drawswitchableimage keyslot 3, "nullimage", "YKEYICON", 340, 175;
	drawswitchableimage keyslot 1, "nullimage", "GKEYICON", 350, 175;
	drawswitchableimage keyslot 2, "nullimage", "BKEYICON", 360, 175;
}



AspectRatio "16:10"
{
//Keys section
		drawswitchableimage BlueCard, "nullimage", "STKEYS0", 		285, 182;//78
		drawswitchableimage YellowCard, "nullimage", "STKEYS1", 	295, 182;
		drawswitchableimage RedCard, "nullimage", "STKEYS2", 		305, 182;
		drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 		285, 190;
		drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 	295, 190;
		drawswitchableimage RedSkull, "nullimage", "STKEYS5", 		305, 190;
	drawswitchableimage keyslot 3, "nullimage", "YKEYICON", 275, 175;
	drawswitchableimage keyslot 1, "nullimage", "GKEYICON", 285, 175;
	drawswitchableimage keyslot 2, "nullimage", "BKEYICON", 295, 175;
}



AspectRatio "4:3"
{
//Keys section
		drawswitchableimage BlueCard, "nullimage", "STKEYS0", 		285, 182;//78
		drawswitchableimage YellowCard, "nullimage", "STKEYS1", 	295, 182;
		drawswitchableimage RedCard, "nullimage", "STKEYS2", 		305, 182;
		drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 		285, 190;
		drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 	295, 190;
		drawswitchableimage RedSkull, "nullimage", "STKEYS5", 		305, 190;
	drawswitchableimage keyslot 3, "nullimage", "YKEYICON", 275, 175;
	drawswitchableimage keyslot 1, "nullimage", "GKEYICON", 285, 175;
	drawswitchableimage keyslot 2, "nullimage", "BKEYICON", 295, 175;
}



AspectRatio "5:4"
{
//Keys section
		drawswitchableimage BlueCard, "nullimage", "STKEYS0", 		285, 182;//78
		drawswitchableimage YellowCard, "nullimage", "STKEYS1", 	295, 182;
		drawswitchableimage RedCard, "nullimage", "STKEYS2", 		305, 182;
		drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 		285, 190;
		drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 	295, 190;
		drawswitchableimage RedSkull, "nullimage", "STKEYS5", 		305, 190;
	drawswitchableimage keyslot 3, "nullimage", "YKEYICON", 275, 175;
	drawswitchableimage keyslot 1, "nullimage", "GKEYICON", 285, 175;
	drawswitchableimage keyslot 2, "nullimage", "BKEYICON", 295, 175;
}



	}
	drawselectedinventory INDEXFON, 260, 170;
}



statusbar inventory
{
	drawinventorybar Doom, 4, INDEXFON, 110, 0;
}

statusbar inventoryfullscreen
{
	drawinventorybar Doom, 4, INDEXFON, 110, 0;
}
