//GMOTA HUD STUFF
//SBARINFO is a pain in the ass.


//==BLAZ HUD STATUSBAR==//
base doom;
Height 0;
InterpolateHealth true;
InterpolateArmor true;

statusbar normal, forcescaled, fullscreenoffsets
{
	//Blaz's HUD

	InInventory IAmLordBlaz, 1
	{
	
		//Visor
		//DrawImage "BLZVSR", -192+center,-26;
		
		//Fancy bits!
		DrawImage "BZVNE1", -160+center,-52;
		
		//==============================Life and armor==========================
		
		//Health tracker
		DrawImage "BLZHPAP", -160+center, -39;
		DrawBar "LIFBAR1", "NOBZT", health, horizontal, -117+center, -37;
		DrawBar "LIFBAR2", "NOBZT", overmaxhealth, horizontal, -117+center, -37; //over 100 HP
		DrawNumber 3, BLAZFONT, Untranslated, Health, -121+center,-35, 1;
		
		InInventory HighHP, 1
		{
			DrawImage "HIBLZHP", -160+center, -39;
		}
		
		InInventory LowHP, 1
		{
			DrawImage "LOBLZHP", -160+center, -39;
		}
		
		InInventory healchecker, 1
		{
			DrawImage "HEALING", -160+center, -39;
		}
		
		//Armor
		DrawBar "ARBAR1", "NOBZT", armor, horizontal, -117+center, -17;
		DrawBar "ARBAR2", "NOBZT", overmaxarmor, horizontal, -117+center, -17; //over 100 armor
		DrawNumber 3, BLAZFONT, Untranslated, Armor, -121+center,-15, 1;
		
		//Armor strength
		DrawSwitchableImage armortype Steelhelmet, "nullimage", "BLZRMR1", -160+center, -19;
		DrawSwitchableImage armortype SteelArmor, "nullimage", "BLZRMR1", -160+center, -19;
		DrawSwitchableImage armortype GoldArmor, "nullimage", "BLZRMR2", -160+center, -19;
		DrawSwitchableImage armortype BlueArmorForMegasphere, "nullimage", "BLZRMR2", -160+center, -19;
		
		//Ice debuff
		Ininventory numbed, 1
		{
			DrawImage "ICEDBF", -160+center,-19;
		}
		
		//======================================================================
		
		//===============================KEYS===================================
		DrawSwitchableImage RedSkull, "nullimage", "BLZKEY1", -70+center, -34;
		DrawSwitchableImage BlueSkull, "nullimage", "BLZKEY2",-70+center, -24;
		DrawSwitchableImage YellowSkull, "nullimage", "BLZKEY3", -70+center, -14;
		DrawSwitchableImage RedCard, "nullimage", "BLZKEY4", -58+center, -34;
		DrawSwitchableImage BlueCard, "nullimage", "BLZKEY5", -58+center, -24;
		DrawSwitchableImage YellowCard, "nullimage", "BLZKEY6", -58+center, -14;
		
		//======================================================================
		
		//===MAGIC BOOTS===
		InInventory bootprotection, 1
		{
			DrawImage "BOOTBAR", -102+center, -52;
			drawbar "BOOTMTR","MINIMPT", PowerupTime BootMeterHUD, Horizontal,  -89+center, -49;
		}
		
		//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
		//=========================SWORD INFO===================================
		//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
		
		
		//Zarach check
		IsSelected "NewZarach"
		{
			DrawImage "SWDNRG", 70+center, -39;
			
			//=====================MINI BLAZTER GAUGE===========================
			//This only shows up when the Blazter is not at full
			
			InInventory  NOT BlazterEnergy, 100
			{
				
				DrawImage "MINIZLS", 70+center,-52;
				DrawBar  "MINIBZT", "MINIMPT", BlazterEnergy, horizontal, reverse, 72+center, -49;
					
				InInventory NOT BlazterEnergy, 10
				{
					DrawImage "SLEPZLS", 70+center,-52;
					DrawBar  "MINIRLD", "MINIMPT", BlazterEnergy, horizontal, reverse, 72+center, -49;
				}
			}
			
			//Flashing the mini Blazter bar when its ready			
			InInventory BlazterHUDFlash, 1
			{
				DrawImage "MINIZLS", 70+center,-52;
				DrawBar  "MINIBZT", "MINIMPT", BlazterEnergy, horizontal, reverse, 72+center, -49;
				DrawImage "MINIZL2", 70+center, -52;
			}
			
			//==========================Sub weapon info=============================	
			
			//subweapons
			//Lance
			InInventory LanceCheck, 1
			{
				
				InInventory NOT SubweaponReload, 1
				{
					DrawImage "SUBICN1", 144+center, -39;
					DrawBar "SUBMTR", "NOBZT", SubweaponPower, horizontal, reverse, 72+center, -37;
					DrawNumber 2, BLAZFONT, untranslated, SubweaponShotCount, FILLZEROS, 141+center, -35, 1;
				}
				Else
				{
					DrawImage "NOSUB1", 144+center, -39;
					DrawBar "BZTMTR2", "NOBZT", SubweaponReload, horizontal, reverse, 72+center, -37;
					DrawNumber 3, BLAZFONT, White, SubweaponReload, FILLZEROS, 141+center, -35, 1;
					DrawImage "DRKGGE", 70+center, -39;
				}
			}
			//--------------------------------------------------------------
			
			//Mattock
			InInventory MattockCheck, 1
			{
				
				InInventory NOT SubweaponReload, 1
				{
					DrawImage "SUBICN2", 144+center, -39;
					DrawBar "SUBMTR", "NOBZT", SubweaponPower, horizontal, reverse, 72+center, -37;
					DrawNumber 2, BLAZFONT, untranslated, SubweaponShotCount, FILLZEROS, 141+center, -35, 1;
				}
				Else
				{
					DrawImage "NOSUB2", 144+center, -39;
					DrawBar "BZTMTR2", "NOBZT", SubweaponReload, horizontal, reverse, 72+center, -37;
					DrawNumber 3, BLAZFONT, White, SubweaponReload, FILLZEROS, 141+center, -35, 1;
					DrawImage "DRKGGE", 70+center, -39;
				}
			}
			
			//--------------------------------------------------------------
				
			//Shield
			InInventory ShieldCheck, 1
			{
					
				InInventory NOT SubweaponReload, 1
				{
					DrawImage "SUBICN3", 144+center, -39;
					DrawBar "SUBMTR", "NOBZT", SubweaponPower, horizontal, reverse, 72+center, -37;
					DrawNumber 3, BLAZFONT, untranslated, SubweaponShotCount, FILLZEROS, 141+center, -35, 1;
				}
				Else
				{
					DrawImage "NOSUB3", 144+center, -39;
					DrawBar "BZTMTR2", "NOBZT", SubweaponReload, horizontal, reverse, 72+center, -37;
					DrawNumber 3, BLAZFONT, White, SubweaponReload, FILLZEROS, 141+center, -35, 1;
					DrawImage "DRKGGE", 70+center, -39;
				}
			}
			
			//--------------------------------------------------------------
				
			//Dagger
				
			InInventory DaggerCheck, 1
			{
					
				InInventory NOT SubweaponReload, 1
				{
					DrawImage "SUBICN4", 144+center, -39;
					DrawBar "SUBMTR", "NOBZT", SubweaponPower, horizontal, reverse, 72+center, -37;
					DrawNumber 2, BLAZFONT, untranslated, SubweaponShotCount, FILLZEROS, 141+center, -35, 1;
				}
				Else
				{
					DrawImage "NOSUB4", 144+center, -39;
					DrawBar "BZTMTR2", "NOBZT", SubweaponReload, horizontal, reverse, 72+center, -37;
					DrawNumber 3, BLAZFONT, White, SubweaponReload, FILLZEROS, 141+center, -35, 1;
					DrawImage "DRKGGE", 70+center, -39;
				}
			}
			
			//--------------------------------------------------------------
				
			//Fire Bottle
				
			InInventory FireBottleCheck, 1
			{
					
				InInventory NOT SubweaponReload, 1
				{
					DrawImage "SUBICN5", 144+center, -39;
					DrawBar "SUBMTR", "NOBZT", SubweaponPower, horizontal, reverse, 72+center, -37;
					DrawNumber 2, BLAZFONT, untranslated, SubweaponShotCount, FILLZEROS, 141+center, -35, 1;
				}
				Else
				{
					DrawImage "NOSUB5", 144+center, -39;
					DrawBar "BZTMTR2", "NOBZT", SubweaponReload, horizontal, reverse, 72+center, -37;
					DrawNumber 3, BLAZFONT, White, SubweaponReload, FILLZEROS, 141+center, -35, 1;
					DrawImage "DRKGGE", 70+center, -39;
				}
			}
			
			//--------------------------------------------------------------
				
			//Boomerang
				
			InInventory BoomerangCheck, 1
			{
					
				InInventory NOT SubweaponReload, 1
				{
					DrawImage "SUBICN6", 144+center, -39;
					DrawBar "SUBMTR", "NOBZT", SubweaponPower, horizontal, reverse, 72+center, -37;
					DrawNumber 2, BLAZFONT, untranslated, SubweaponShotCount, FILLZEROS, 141+center, -35, 1;
				}
				Else
				{
					DrawImage "NOSUB6", 144+center, -39;
					DrawBar "BZTMTR2", "NOBZT", SubweaponReload, horizontal, reverse, 72+center, -37;
					DrawNumber 3, BLAZFONT, White, SubweaponReload, FILLZEROS, 141+center, -35, 1;
					DrawImage "DRKGGE", 70+center, -39;
				}
			}
			
			//--------------------------------------------------------------
				
			//Hammer
				
			InInventory HammerCheck, 1
			{
					
				InInventory NOT SubweaponReload, 1
				{
					DrawImage "SUBICN7", 144+center, -39;
					DrawBar "SUBMTR", "NOBZT", SubweaponPower, horizontal, reverse, 72+center, -37;
					DrawNumber 2, BLAZFONT, untranslated, SubweaponShotCount, FILLZEROS, 141+center, -35, 1;
				}
				Else
				{
					DrawImage "NOSUB7", 144+center, -39;
					DrawBar "BZTMTR2", "NOBZT", SubweaponReload, horizontal, reverse, 72+center, -37;
					DrawNumber 3, BLAZFONT, White, SubweaponReload, FILLZEROS, 141+center, -35, 1;
					DrawImage "DRKGGE", 70+center, -39;
				}
			}
			
			//Flashing the Subweapon bar when its ready
			InInventory SubweaponHUDFlash, 1
			{
				DrawImage "LITGGE", 70+center, -39;
			}
			//--------------------------------------------------------------
				
			//The lock icon for subweapons
			InInventory SubWeaponLocked, 1
			{
				DrawImage "BLZLCK", 144+center,-34;
			}
			
			//Flashing the Sword Energy bar when powered up
			InInventory PowerSwordHUDFlash, 1
			{
				DrawImage "LITGGE", 70+center, -19;
			}
			
		} //end of Zarach stuff
		
		
		//*************************************************************************
		//*************************************************************************
		//*************************************************************************
		
		//BLAZTER STUFF
		IsSelected "Blazter"
		{

			//=====================MINI SUBWEAPON GAUGE===========================
			//This only shows up when subweapon power isn't full!
			
			InInventory  NOT SubweaponPower, 100
			{
				
				DrawImage "MSUB1", 70+center,-52;
				DrawBar  "MINISUB", "MINIMPT", SubweaponPower, horizontal, reverse, 72+center, -49;
					
				InInventory SubweaponReload, 1
				{
					DrawImage "MSUB2", 70+center,-52;
					DrawBar  "MINIRLD", "MINIMPT", SubweaponReload, horizontal, reverse, 72+center, -49;
				}
			}
			
			//Flashing the mini Subweapon bar when its ready
			InInventory SubweaponHUDFlash, 1
			{
				DrawImage "MSUB1", 70+center,-52;
				DrawBar  "MINISUB", "MINIMPT", SubweaponPower, horizontal, reverse, 72+center, -49;
				DrawImage "MSUB3", 70+center, -52;
			}
			
			
			DrawImage "BZTRBAR", 70+center, -39;
			
			//Ready to shoot
			InInventory BlazterEnergy, 10
			{
				DrawBar "BZTMTR1", "NOBZT", BlazterEnergy, horizontal, reverse, 72+center, -37;
				DrawNumber 2, BLAZFONT, Untranslated, BlazterAmmoHUDCounter, FILLZEROS, 141+center, -35, 1;
				DrawImage "ZLSRDY", 144+center, -39;
			}
			Else
			{
				DrawBar "BZTMTR2", "NOBZT", BlazterEnergy, horizontal, reverse, 72+center, -37;
				DrawNumber 2, BLAZFONT, White, BlazterAmmoHUDCounter, FILLZEROS, 141+center, -35, 1;
			}
			
			//Flashing the Blazter bar when its ready			
			InInventory BlazterHUDFlash, 1
			{
				DrawImage "BZTBR2", 70+center,-39;
			}
			
		} // End of Blazter Stuff
		
		//*************************************************************************
		//*************************************************************************
		//*************************************************************************
		
		//==========================Sword mana==================================
			
		InInventory NOT PowerSwordCheck, 1
		{
			DrawBar "SWDMTR2", "NOBZT", ArcaneForce, horizontal, reverse, 72+center, -17;
			DrawNumber 3, BLAZFONT, White, ArcaneForce, FILLZEROS, 141+center, -15, 1;
			InInventory DecayPause, 1 
			{
				DrawBar "SWDMTR1", "NOBZT", ArcaneForce, horizontal, reverse, 72+center, -17;
			}
			
			InInventory NOT UnarmedCheck, 1
			{
				DrawImage "GRYSWD", 144+center,-19;
			}
			Else
			{
				DrawImage "GRYFST", 144+center,-18;
			}
		}
		
		Else
		{
			DrawBar "SWDPOW1", "NOBZT", ArcaneForce, horizontal, reverse, 72+center, -17;
			DrawNumber 3, BLAZFONT, untranslated, ArcaneForce, FILLZEROS, 141+center, -15, 1;
			
			InInventory NOT UnarmedCheck, 1
			{
				DrawImage "SWDRDY", 144+center,-19;
			}
			Else
			{
				DrawImage "FSTRDY", 144+center,-18;
			}
		}
			
		//=====================SWORD RECOVER============================
		//This shows up when Blaz is missing his sword
			
		InInventory unarmedcheck, 1
		{
			DrawImage "MINIZRC", 108+center,-52;
			DrawBar  "MINIRLD", "MINIMPT", thrownswordcooldown, horizontal, reverse, 110+center, -49;
		}
		
		
		
		//==========================Fatal Draw charges==================================
			
			
		InInventory Unleasher, 1
		{
			//Fancy bits for Fatal Draw
			DrawImage "BZVNE2", -27+center, -20;
			

			DrawImage "FTLBAR", -25+center, -15;
			
			InInventory SpiritForce, 100
			{
				DrawBar "FTLRDY1", "FTLMTR3", SpiritForce, horizontal, 0+center, -12;
				DrawBar "FTLRDY1", "FTLMTR3", SpiritForce, horizontal, reverse, -23+center, -12;
				
				InInventory UnarmedCheck, 1
				{
					DrawImage "FTLICN3", 25+center, -14;
					DrawImage "FTLICN3", -37+center, -14;
				}
				Else
				{
					DrawImage "FTLICN1", 25+center, -15;
					DrawImage "FTLICN1", -40+center, -15;
				}
			}
			Else
			{
				DrawBar "FTLMTR2", "FTLMTR3", SpiritForce, horizontal, 0+center, -12;
				DrawBar "FTLMTR2", "FTLMTR3", SpiritForce, horizontal, reverse, -23+center, -12;
				DrawImage "FTLBAR2", -25+center, -15;
				
				InInventory UnarmedCheck, 1
				{
					DrawImage "FTLICN4", 25+center, -14;
					DrawImage "FTLICN4", -37+center, -14;
				}
				Else
				{
					DrawImage "FTLICN2", 25+center, -15;
					DrawImage "FTLICN2", -40+center, -15;
				}
			}
			
		}
		
		//Flashing the Fatal Draw bar when its ready			
		InInventory FatalDrawHUDFlash, 1
		{
			DrawImage "FTLFSH1", -25+center, -15;
		}

		/*
		//BLAZTER STUFF
		IsSelected "Blazter"
		{
			DrawImage "BLZREF", -160+center, -52;
		}*/
	} //End of Blaz HUD


//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


	
	//Doomslayer's HUD
	InInventory IAmDoomSlayer, 1
		{
			
			//Visor
			//DrawImage "SLYRVSR", -188+Center,-27;
			//DrawImage "SLYVRF", -188+Center,-50;

			//===MAGIC BOOTS===
			InInventory bootprotection, 1
			{
				DrawImage "SLYBOOT", -66+Center,-50;
				DrawBar "SLYMTR3", "SLYMTR4", PowerupTime BootMeterHUD, Vertical, -59+Center, -39;
			}
			
			
			
			//HEALTH, ARMOR, KEYS, AND RAD SUIT
			DrawImage "DSLIF", -160+center, -50;

			//Ice debuff
			InInventory Numbed, 1
			{
				DrawImage "SLYICE", -124+center, -38;
			}

			//HP
			DrawNumber 3, BIGFONT,OneHundredPercentBlack,health, -116+center,-24;
			DrawNumber 3, BIGFONT,Untranslated,health, -117+center,-25, 0, Red, 35, Gold, 101;
			
			//AP
			DrawNumber 3, BIGFONT,OneHundredPercentBlack,armor, -70+center,-24;
			DrawNumber 3, BIGFONT,Green,armor, -71+center,-25, 0, Red, 0, LightBlue, 101;
		
			//===========================KEYS===================================
			DrawSwitchableImage RedSkull, "nullimage", "DHSKB0", -152+center, -45;
			DrawSwitchableImage BlueSkull, "nullimage", "DHSKC0",-140+center, -45;
			DrawSwitchableImage YellowSkull, "nullimage", "DHSKA0", -128+center, -45;
			DrawSwitchableImage RedCard, "nullimage", "DHKYB0", -105+center, -45;
			DrawSwitchableImage BlueCard, "nullimage", "DHKYC0", -93+center, -45;
			DrawSwitchableImage YellowCard, "nullimage", "DHKYA0", -81+center, -45;
			
			
			//HEAL EFFECT
			InInventory healchecker, 1
			{
				DrawImage "SLAYHEL", -160+center, -38;
			}
			
			//==========================Ammo==================================
			
			//MANA POOLS		
			DrawImage "DSAMMO", 64+center, -50;
			
			//Mettle
			
			DrawBar "SLYMTR1", "SLYMTR4", SlayerMettle, Vertical, 76+Center, -30;
			DrawNumber 3, SLAYERAMMOFONT, Untranslated, ammo SlayerMettle, fillzeros, 105+center, -17;

			//Grit
			
			DrawBar "SLYMTR2", "SLYMTR4", SlayerGrit, Vertical, 123+Center, -30;
			DrawNumber 3, SLAYERAMMOFONT, Untranslated, ammo SlayerGrit, fillzeros, 152+center, -17;

			
			//==========================Mettle Weapons==================================
			IsSelected "DreadBolt"
			{
				InInventory SlayerMettle, 12
				{
					DrawImage "METACT", 83+center, -20;
				}
				InInventory NOT SlayerMettle,12
				{
					DrawImage "DSNOMN1", 84+center, -32;
					DrawNumber 3, SLAYERAMMOFONT, DarkGray, ammo SlayerMettle, fillzeros, 105+center, -17;
				
					DrawImage "GRTACT", 130+center, -20;
					InInventory NOT SlayerGrit,12
					{
						DrawImage "DSNOMN2", 131+center, -32;
						DrawNumber 3, SLAYERAMMOFONT, DarkGray, ammo SlayerGrit, fillzeros, 152+center, -17;
					}
				}
			}

			IsSelected "MourningStar"
			{
				DrawImage "METACT", 83+center, -20;
				InInventory NOT SlayerMettle,10
				{
					DrawImage "DSNOMN1", 84+center, -32;
					DrawNumber 3, SLAYERAMMOFONT, DarkGray, ammo SlayerMettle, fillzeros, 105+center, -17;
				}
			}

			IsSelected "Magmauler"
			{
				DrawImage "METACT", 83+center, -20;
				InInventory NOT SlayerMettle,5
				{
					DrawImage "DSNOMN1", 84+center, -32;
					DrawNumber 3, SLAYERAMMOFONT, DarkGray, ammo SlayerMettle, fillzeros, 105+center, -17;
				}
			}
			

			//==========================Grit Weapons==================================
			IsSelected "ThunderBuss"
			{
				DrawImage "GRTACT", 130+center, -20;
				InInventory NOT SlayerGrit,10
				{
					DrawImage "DSNOMN2", 131+center, -32;
					DrawNumber 3, SLAYERAMMOFONT, DarkGray, ammo SlayerGrit, fillzeros, 152+center, -17;
				}
			}
			
			IsSelected "WrathCaster"
			{
				DrawImage "GRTACT", 130+center, -20;
				InInventory NOT SlayerGrit,10
				{
					DrawImage "DSNOMN2", 131+center, -32;				
					DrawNumber 3, SLAYERAMMOFONT, DarkGray, ammo SlayerGrit, fillzeros, 152+center, -17;
				}
			}

			IsSelected "ReignStorm"
			{
				DrawImage "GRTACT", 130+center, -20;
				InInventory NOT SlayerGrit,1
				{
					DrawImage "DSNOMN2", 131+center, -32;
					DrawNumber 3, SLAYERAMMOFONT, DarkGray, ammo SlayerGrit, fillzeros, 152+center, -17;
				}
			}
			
			//==========================Subweapons==================================
			
			//Bomb Caster
			InInventory NOT BombCasterCharge, 40
			{
				DrawBar "DSRCHG", "DSRCHG2", BombCasterCharge, horizontal, reverse, 86+Center, -44;
			}	
			Else
			{
				DrawImage "SLYGDT1", 74+Center,-50;
			}
			
			//Normal Bombs
			
			InInventory NOT BombCasterAmmo, 1
			{
				DrawImage "DSSUB1", 74+Center, -47;
				InInventory NOT BombCasterCharge, 40
				{
					DrawImage "DSSUB2", 74+Center, -47;
				}	
			}
			
			//Flash Bombs 
			InInventory SlayerFlashBombCheck, 1
			{
				DrawImage "DSSUB3", 74+Center, -47;
				InInventory NOT BombCasterCharge, 40
				{
					DrawImage "DSSUB4", 74+Center, -47;
				}	
			}
			
			//Fire Bombs 
			InInventory SlayerFireBombCheck, 1
			{
				DrawImage "DSSUB5", 74+Center, -47;
				InInventory NOT BombCasterCharge, 40
				{
					DrawImage "DSSUB6", 74+Center, -47;
				}	
			}

			//Thunder Bombs 
			InInventory SlayerThunderBombCheck, 1
			{
				DrawImage "DSSUB7", 74+Center, -47;
				InInventory NOT BombCasterCharge, 40
				{
					DrawImage "DSSUB8", 74+Center, -47;
				}	
			}
			
			//Bomb Ammo
			InInventory BombCasterAmmo, 1
			{
				DrawNumber 2, SLAYERFONT, untranslated, ammo BombCasterAmmo, 85+Center, -45;
			}

			//The lock icon for the Bombs
			InInventory SubWeaponLocked, 1
			{
				DrawImage "SLYLCK", 69+center,-48;
			}
			
			//-----------------------------------------------------------------------------		
			
			//Stun gun
			
			InInventory NOT StunCasterCharge, 80
			{
				DrawBar "DSRCHG", "DSRCHG2", StunCasterCharge, horizontal, reverse, 113+Center, -44;
				DrawImage "SPHPST2", 102+Center,-46;
				InInventory "StunCasterUpgrade" { DrawImage "SPHPST4", 106+Center,-44;}
			}
			Else
			{
				DrawImage "SLYGDT2", 101+Center,-50;
				DrawImage "SPHPST", 102+Center,-46;
				InInventory "StunCasterUpgrade" { DrawImage "SPHPST3", 106+Center,-44;}
			}
			
			//==========================BFUG==================================
			
			InInventory unleasher
			{
				
				InInventory NOT SlayerBFGCharge, 200
				{
					DrawBar "DSRCHG", "DSRCHG2", SlayerBFGCharge, horizontal, reverse, 140+center, -44;
					DrawImage "DSFUG2", 128+center,-46;
				}
				Else
				{
					DrawImage "SLYGDT3", 128+Center,-50;
					DrawImage "DSFUG1", 128+center,-46;
				}
				
			}

		} //end of Doomslayer HUD 
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


	//Kustam's HUD

	InInventory IAmKustam, 1
	{
		//visor
		//DrawImage "KSTVSR", -237+Center, -45;
		
		
		
		//==============================Life and armor==================================
		
		//HP and Armor screen
		DrawImage "KSTSCN1", -159+center, -50;
		
		//HP Bar
		DrawBar "KSTHP", "KSTMT1", health, horizontal, -150+center, -35;
		DrawBar "KSTHP2", "KSTNUL1", overmaxhealth, horizontal, -150+center, -35; //over 100 HP

		
		//Armor Bar
		DrawBar "KSTARM", "KSTMT1", Armor, horizontal, -150+center, -16;
		DrawBar "KSTARM2", "KSTNUL1", overmaxarmor, horizontal, -150+center, -16; //over 100 Armor
		
		//Armor Strength
		DrawSwitchableImage armortype OldHelmet, "nullimage", "KSSHD1", -112+center, -25;
		DrawSwitchableImage armortype OldSteel, "nullimage", "KSSHD1", -112+center, -25;
		DrawSwitchableImage armortype OldGold, "nullimage", "KSSHD2", -112+center, -25;
		DrawSwitchableImage armortype BlueArmorForMegasphere, "nullimage", "KSSHD2", -112+center, -25;
		
		
		//Kustam's Ice debuff
		Ininventory numbed, 1
		{
			DrawImage "KSTFRZ", -159+center, -50;
		}

		//==========================Keys=======================================
		DrawSwitchableImage RedCard, "nullimage", "KSTKYB0", -107+center, -44; 
		DrawSwitchableImage YellowCard, "nullimage", "KSTKYC0", -105+center, -40; 
		DrawSwitchableImage BlueCard, "nullimage", "KSTKYA0", -103+center, -36;
		DrawSwitchableImage RedSkull, "nullimage", "KSTSKB0", -102+center, -23; 
		DrawSwitchableImage YellowSkull, "nullimage", "KSTSKC0", -104+center, -19;
		DrawSwitchableImage BlueSkull, "nullimage", "KSTSKA0", -106+center, -15;
		


		//HP Regeneration stuff
		InInventory KustamRegen, 1
		{
			DrawImage "KSTRGN", -112+center, -44;
		}
		//===MAGIC BOOTS===
		InInventory bootprotection, 1
		{
			DrawImage "KSTBT1", -81+center, -17;
			drawbar "KSTBT3","KSTBT2", PowerupTime BootMeterHUD, Horizontal,  -63+center, -9;
		}
		
		
		//==============================Ammo==================================
		
		//Weapon screen
		DrawImage "KSTSCN2", 79+center, -50;

		//-----------------------------------------------------------------------------
		//Laser Gun icon
		IsSelected "KustamLaserGun"
		{
			DrawImage "KSTBEM1", 79+center, -50;
			
			//Chaingun tier upgrade
			InInventory "LaserComboUpgrade", 1
			{
				DrawImage "CMBOBAR", 79+center, -50;
				
				//Laser Combo bar
				DrawBar "BEMCBO1", "MTCMBO", KustamLaserCombo, horizontal, reverse, 90+Center, -44;
				
				//Lit Laser Combo segments
				InInventory "KustamLaserCombo", 45 { DrawImage "BEMCBO2", 90+center, -44;}
				InInventory "KustamLaserCombo", 90 { DrawImage "BEMCBO3", 90+center, -44;}
				
				//Big Laser icons for Laser Combo
				InInventory "KustamLaserCombo", 45 { DrawImage "KSTBEM2", 79+center, -50;}
				InInventory "KustamLaserCombo", 90 { DrawImage "KSTBEM3", 79+center, -50;}
				
			} //End of Chaingun tier upgrade stuff
			
	
		} //End of Laser Gun icons



		
		//-----------------------------------------------------------------------------
		//Scatter Gun icon
		IsSelected "KustamKineticGun"
		{
			DrawImage "KSTSCTR", 79+center, -50;
			
			//Shotgun tier upgrade
			InInventory "ScatterUpgrade", 1
			{
				DrawImage "SCTRUPG", 79+center, -50;
			}
			
			//SSG tier upgrade
			InInventory "ScatterComboUpgrade", 1
			{
				DrawImage "CMBOBAR", 79+center, -50;
				
				//Scatter Combo bar
				DrawBar "SPRCBO1", "MTCMBO", KustamScatterCombo, horizontal, reverse, 90+Center, -44;
				
				//Lit Scatter Combo segments
				InInventory "KustamScatterCombo", 45 { DrawImage "SPRCBO2", 90+center, -44;}
				InInventory "KustamScatterCombo", 90 { DrawImage "SPRCBO3", 90+center, -44;}
				
				//Missile icons for Scatter Combo
				InInventory "KustamScatterCombo", 45 { DrawImage "SPDSTK1", 79+center, -50;}
				InInventory "KustamScatterCombo", 90 { DrawImage "SPDSTK2", 79+center, -50;}
				
			} //End of SSG tier upgrade stuff		
		
		} //End of Scatter Gun icons
		
			
		//-----------------------------------------------------------------------------
			
		//Subweapon stuff
		
		//Flash Bolt
		InInventory FlashBoltCheck, 1
		{
			DrawImage "KSTSUB2", 79+center, -50;
			DrawNumber 2, KUSTAMFONTWHITE, untranslated, ammo KustamSubAmmo, Fillzeros, 152+center, -26, 0;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawImage "KSTSUB7", 79+center, -50;		
				DrawNumber 2, KUSTAMFONTWHITE, DarkGray, ammo KustamSubAmmo, Fillzeros, 152+center, -26, 0;
			}
		}
				
		//Rail Beam
		InInventory RailBeamCheck, 1
		{
			DrawImage "KSTSUB3", 79+center, -50;
			DrawNumber 2, KUSTAMFONTWHITE, untranslated, ammo KustamSubAmmo, Fillzeros, 152+center, -26, 0;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawImage "KSTSUB8", 79+center, -50;		
				DrawNumber 2, KUSTAMFONTWHITE, DarkGray, ammo KustamSubAmmo, Fillzeros, 152+center, -26, 0;
			}
		}
		
		//Turret Shot
		InInventory TurretShotCheck, 1
		{
			DrawImage "KSTSUB4", 79+center, -50;
			DrawNumber 2, KUSTAMFONTWHITE, untranslated, ammo KustamSubAmmo, Fillzeros, 152+center, -26, 0;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawImage "KSTSUB9", 79+center, -50;		
				DrawNumber 2, KUSTAMFONTWHITE, DarkGray, ammo KustamSubAmmo, Fillzeros, 152+center, -26, 0;
			}
		}
		
		//Thunder Lash
		InInventory ThunderLashCheck, 1
		{
			DrawImage "KSTSUB5", 79+center, -50;
			DrawNumber 2, KUSTAMFONTWHITE, untranslated, ammo KustamSubAmmo, Fillzeros, 152+center, -26, 0;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawImage "KSTSUB10", 79+center, -50;		
				DrawNumber 2, KUSTAMFONTWHITE, DarkGray, ammo KustamSubAmmo, Fillzeros, 152+center, -26, 0;
			}
		}
			
		//Stun pellets
		InInventory NOT KustamSubAmmo, 1
		{
			DrawImage "KSTSUB1", 79+center, -50;
			DrawString KUSTAMFONTWHITE, untranslated, "+", 148+center, -25, 0;
			//DrawImage "KSTSUB13", 79+center, -50;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawImage "KSTSUB6", 79+center, -50;		
				DrawString KUSTAMFONTWHITE, DarkGray, "+", 148+center, -25, 0;
			}
		}
		
		
		//Equipment Cooldown gauge
		InInventory KustamEquipmentCooldown, 1
		{
			DrawBar "KSTCL1", "KSTCL2", KustamEquipmentCooldown, vertical, 142+center, -14;
		}
		
		
		//The lock icon for subweapons
		InInventory SubWeaponLocked, 1
		{
			DrawImage "SLYLCK", 135+center,-26;
		}
		//-----------------------------------------------------------------------------
		//Blinky bits for the background things on the ammo types!
		
		InInventory KustamLaserReload, 1
		{	
			DrawImage "RLDHUD1", 79+center, -50;
		}
		
		InInventory KustamKineticReload, 1
		{	
			DrawImage "RLDHUD2", 79+center, -50;
		}

		InInventory KustamAuxReload, 1
		{	
			DrawImage "RLDHUD3", 79+center, -50;
		}

		//-----------------------------------------------------------------------------
		
		//Laser ammo!
		DrawBar "KBTRY1", "KSTNUL2", KustamLaserBattery, vertical, interpolate(30), 90+center, -37;
		
		InInventory KustamLaserReload, 1
		{	
			DrawBar "KSRLD1", "KSTNUL2", KustamLaserBattery, vertical, interpolate(30), 90+center, -37;
		}

		//-----------------------------------------------------------------------------
		//Kinetic ammo!
		DrawBar "KBTRY5", "KSTNUL2", KustamKineticBattery, vertical, interpolate(30), 105+center, -37;
		
		InInventory KustamKineticReload, 1
		{	
			DrawBar "KSRLD2", "KSTNUL2", KustamKineticBattery, vertical, interpolate(30), 105+center, -37;
		}
			

		//-----------------------------------------------------------------------------
		//Aux power!
		DrawBar "KBTRY9", "KSTNUL2", KustamAuxBattery, vertical, interpolate(30), 120+center, -37;
	
		InInventory KustamAuxReload, 1
		{	
			DrawBar "KSRLD3", "KSTNUL2", KustamAuxCharge, vertical, interpolate(30), 120+center, -37;
		}

		
		InInventory NOT KustamAuxReload, 1
		{
			InInventory KustamAuxBattery, 3 { DrawBar "KBTRY17", "KSTNUL2", KustamAuxBattery, vertical, interpolate(30), 120+center, -37;}
			InInventory KustamAuxBattery, 2 { DrawBar "KBTRY13", "KSTNUL2", KustamAuxBattery, vertical, interpolate(30), 120+center, -37;}
			InInventory KustamAuxBattery, 1 { DrawBar "KBTRY9", "KSTNUL2", KustamAuxBattery, vertical, interpolate(30), 120+center, -37;}
		}
		
		
		//Dark Boot
		InInventory KustamAuxLock, 1
		{
			DrawImage "KSTSUB12", 79+center, -50;
			DrawBar "KSTCL1", "KSTCL2", KustamAuxLock, vertical, 128+center, -14;
		}
		
		
		//Drain hand icon
		InInventory KustamAuxReload, 1
		{
			DrawImage "KSTSUB11", 79+center, -50;
		}
				
		//========================Overclock (BFG)=============================
		
		//charge meter
		InInventory unleasher, 1
		{
			DrawImage "OCLKFRM", -34+center, -17;
			
			InInventory not SentinelCharge, 100
			{
				InInventory Not SentinelForm, 1
				{
					DrawBar "OCLKMT2", "KSTMT1", SentinelCharge, horizontal, reverse, -15+center, -9;
					DrawImage "OCLKNO", -34+center, -17;
				}
			}
			else
			{
				DrawBar "OCLKMT1", "KSTMT1", SentinelCharge, horizontal, reverse, -15+center, -9;
			}

			
			//Overclock active
			InInventory SentinelForm, 1
			{
				DrawImage "OCLKGLS", -26+center, -10;
				
				//Middle meter (timer)
				DrawBar "OCLKMT1", "KSTMT1", SentinelCharge, horizontal, reverse, -15+center, -9;
				DrawImage "OCLKAMO", 79+center, -50;
		//-------------------------------------------------------------------------------------------
				//Blinking background elements when empty
				InInventory KustamOCLaserReload, 1
				{	
					DrawImage "RLDHUD5", 79+center, -50;
				}
				
				InInventory KustamOCKineticReload, 1
				{	
					DrawImage "RLDHUD6", 79+center, -50;
				}
				
		//-------------------------------------------------------------------------------------------
				//OC Laser ammo
				DrawBar "OCLBTY1", "OCAMO3", OCLaserAmmo, vertical, interpolate(5), 97+center, -44;
				
				//Reloading from empty
				InInventory KustamOCLaserReload, 1
				{
					DrawBar "OCAMO1", "OCAMO3", OCLaserAmmo, vertical, interpolate(5), 97+center, -44;
				}
		//-------------------------------------------------------------------------------------------
				
				//OC Kinetic ammo
				DrawBar "OCMBTY1", "OCAMO3", OCKineticAmmo, vertical, interpolate(10), 126+center, -44;

				//Reloading from empty
				InInventory KustamOCKineticReload, 1
				{
					DrawBar "OCAMO2", "OCAMO3", OCKineticAmmo, vertical, interpolate(5), 126+center, -44;
				}

		//-------------------------------------------------------------------------------------------
				//Flashy bits when the arms are reloaded
				//OC Laser Flash
				InInventory KustamOCLaserHUDFlash, 1
				{
					DrawImage "BTRRLD3", 96+Center, -45;
				}
				
				//OC Kinetic Flash
				InInventory KustamOCKineticHUDFlash, 1
				{
					DrawImage "BTRRLD3", 125+Center, -45;
				}
		//-------------------------------------------------------------------------------------------

			}//End of Sentinel arms block
			
			//Scanlines for sentinel meter at the bottom of the screen
			//DrawImage "OCLKLNE", -34+center, -17;
		}


		//========================Flashing HUD alerts=============================
		
		//Laser Flash
		InInventory KustamLaserHUDFlash, 1
		{
			DrawImage "BTRRLD1", 89+Center, -38;
		}

		//Kinetic Flash
		InInventory KustamKineticHUDFlash, 1
		{
			DrawImage "BTRRLD1", 104+Center, -38;
		}

		//Aux Flash
		InInventory KustamAuxHUDFlash, 1
		{
			DrawImage "BTRRLD5", 119+Center, -38;
		}
		
		
		//Quick Boot Flash
		InInventory KustamBootHUDFlash, 1
		{
			DrawImage "KSTCL3", 79+center, -50;
		}
		
		//Equipment Flash
		InInventory KustamEquipmentHUDFlash, 1
		{
			DrawImage "KSTCL5", 79+center, -50;
		}
		
		//Sentinel arms flash
		InInventory KustamOCArmsHUDFlash, 1
		{
			DrawImage "OCLKRDY", -34+center, -17;
		}
		
		
		//========================Scanlines=============================
		//these need to stay at the bottom of the list, so they're
		//covering everything else!
		
		//Left screen
		DrawImage "KSTLINES", -159+center, -50;
		
		//Right screen
		DrawImage "KSTLINES", 79+center, -50;
		
		//Left screen holder
		DrawImage "KSTHLD1", -159+center, -50;

		//Right screen holder
		DrawImage "KSTHLD2", 79+center, -50;
		
		//Overclock
		InInventory unleasher, 1
		{
			DrawImage "OCLKLNE", -34+center, -17;		
		}
		
		//Bootometer
		InInventory bootprotection, 1
		{
			DrawImage "BOOTLNS", -81+center, -17;
		}
		
	} //End of Kustam's HUD


//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
	
/*	
	//Samson's "visor" HUD
	InInventory IAmSamson, 1
	{
		
		DrawImage "SAMSNOOT", -20, 173;
		
		//==============================Life and armor==================================
		DrawImage "SAMHP", 4, 155;
		DrawNumber 3, SAMSONFONT,untranslated,armor, 55,169, 1, Red, 0, Gold, 101;
		DrawNumber 3, SAMSONFONT,untranslated,health, 87,186, 1, Red, 35, Gold, 101;
		
		//==============================Keys==================================
		DrawSwitchableImage RedSkull, "nullimage", "SAMSKB0", 17, 158;
		DrawSwitchableImage RedCard, "nullimage", "SAMKYB0", 21, 158;
		DrawSwitchableImage YellowSkull, "nullimage", "SAMSKA0", 29, 158;
		DrawSwitchableImage YellowCard, "nullimage", "SAMKYA0", 33, 158;
		DrawSwitchableImage BlueSkull, "nullimage", "SAMSKC0", 41, 158;
		DrawSwitchableImage BlueCard, "nullimage", "SAMKYC0", 45, 158; 
		
		
		//============================Bowgun and Flasks==================================
		IsSelected "Bowgun"
		{
			DrawImage "SAMAM1", 227, 155;
			
			//Dart ammo
			DrawNumber 3, SAMSONFONT,untranslated,ammo BowgunDarts, 258,186, 1;
			DrawBar "SAMDART", "NOSMAMO", BowgunDarts, vertical, 262, 184;
		}
		//==========================Catalyst meter and numbers===========================
		
		DrawNumber 3, CATALYSTFONT,untranslated,ammo SamsonCatalyst, 305,158, 1;
		DrawBar "SAMTYLST", "NOCTLYST", SamsonCatalyst, horizontal, reverse, interpolate (4), 271, 158;
		
	} //End of Samson's HUD
*/

} //End of Player Status bar HUDs

//******************************************************************************
//******************************************************************************
//******************************************************************************
//******************************************************************************



//FLSCRNHUD
//You know, this wasn't so bad after all.

statusbar Fullscreen, forcescaled, fullscreenoffsets
{
	
	//==============================Life and armor==================================
	//HP and AP frame
	DrawImage "UNIHP", 10, -35;
		
	//HP
	DrawBar "UNIHP1", "UNIMPT", health, horizontal, 22, -14;
	DrawBar "UNIHP2", "UNIMPT", overmaxhealth, horizontal, 22, -14; //over 100 HP
		
	//Numerical HP count
	DrawNumber 3, SLAYERFONT, Untranslated, Health, 76, -13;
		
	//Gold heart for over 100 HP
	InInventory HighHP, 1
	{
		DrawImage "UNIOHL", 12, -14;
	}
		
	//Gray heart for low HP
	InInventory LowHP, 1
	{
		DrawImage "UNIDED", 12, -14;
	}
	
	//AP
	DrawBar "UNIAP1", "UNIMPT", armor, horizontal, 95, -14;
	DrawBar "UNIAP2", "UNIMPT", overmaxarmor, horizontal, 95, -14; //over 100 AP
		
	//Armor strength
	DrawSwitchableImage armortype Steelhelmet, "nullimage", "UNISH1", 85, -14;
	DrawSwitchableImage armortype SteelArmor, "nullimage", "UNISH1", 85, -14;
	DrawSwitchableImage armortype GoldArmor, "nullimage", "UNISH2", 85, -14;
	DrawSwitchableImage armortype BlueArmorForMegasphere, "nullimage", "UNISH2", 85, -14;
		
	//Numerical AP count
	DrawNumber 3, SLAYERFONT, Untranslated, Armor, 149, -13;

	//Ice Debuff
	Ininventory numbed, 1
	{
		DrawImage "UNIICE", 136,-15;
		DrawNumber 3, SLAYERFONT, LightBlue, Armor, 149, -13;
	}

		
	//==============================Keys==================================
	DrawSwitchableImage RedSkull, "nullimage", "UNIKEY1", 45, -31;
	DrawSwitchableImage YellowSkull, "nullimage", "UNIKEY2", 45, -31;
	DrawSwitchableImage BlueSkull, "nullimage", "UNIKEY3", 45, -31;
	DrawSwitchableImage RedCard, "nullimage", "UNIKEY4", 45, -31;
	DrawSwitchableImage YellowCard, "nullimage", "UNIKEY5", 45, -31;
	DrawSwitchableImage BlueCard, "nullimage", "UNIKEY6", 45, -31;
		
	//==============================Boots==================================
	InInventory bootprotection, 1
	{
		DrawImage "UNIBT1", 83, -34;
		drawbar "UNIBT2","UNIMPT", PowerupTime BootMeterHUD, Horizontal,  95, -32;
		
		InInventory IAmLordBlaz, 1
		{
			DrawImage "UBLZBOT", 82,-37;
		}
		
		InInventory IAmDoomSlayer, 1
		{
			DrawImage "UDSBOT", 82,-35;
		}

		InInventory IAmKustam, 1
		{
			DrawImage "UKSBOT", 80,-35;
		}
		
	}
		
	//=====================Universal Ammo foundation=============================
	DrawImage "UNIWPN", -150, -34;
		
	//******************************************************************************
	//******************************************************************************
	//BLAZ MINI HUD ELEMENTS
	//******************************************************************************
	//******************************************************************************
	InInventory IAmLordBlaz, 1
	{
		DrawImage "UBLZHP", 3, -43;
		DrawImage "UBLZWPN", -151, -38;
		//DrawImage "UBLZICN", -150, -34;
			
		//==========================Blaz FP=============================		
		
		InInventory NOT PowerSwordCheck, 1
		{
			DrawBar "UBZMTR2", "UNIMPT", ArcaneForce, horizontal, reverse, -129, -14;
			DrawNumber 3, SLAYERFONT, White, ArcaneForce, FILLZEROS, -136, -13;
			InInventory DecayPause, 1 
			{
				DrawBar "UNIBMP", "UNIMPT", ArcaneForce, horizontal, reverse, -129, -14;
			}			
		}
		
		Else
		{
			DrawBar "UBZFP1", "UNIMPT", ArcaneForce, horizontal, reverse, -129, -14;
			DrawNumber 3, SLAYERFONT, untranslated, ArcaneForce, FILLZEROS, -136, -13;	
		}
		
		//Flashing the Sword Energy bar when powered up
		InInventory PowerSwordHUDFlash, 1
		{
			DrawImage "UNLNFL", -130,-15;
			DrawImage "UNMDFL", -149,-15;
		}
		
		//==========================Sword Cooldown=============================		

		InInventory UnarmedCheck, 1
		{
			DrawImage "UBLZSCB", -181,-18;
			DrawBar  "UNCLDN", "UNCLD2", thrownswordcooldown, horizontal, reverse, -176, -14;
		}


		//==========================Blazter energy=============================		

		//Ready to shoot
		InInventory BlazterEnergy, 10
		{
			DrawBar "UNIRMP", "UNIMPT", BlazterEnergy, horizontal, reverse, -129, -32;
			DrawNumber 2, SLAYERFONT, Untranslated, BlazterAmmoHUDCounter, FILLZEROS, -136, -31;
		}
		Else
		{
			DrawBar "UNIGRY", "UNIMPT", BlazterEnergy, horizontal, reverse, -129, -32;
			DrawNumber 2, SLAYERFONT, White, BlazterAmmoHUDCounter, FILLZEROS, -136, -31;
		}

		//Flashing the Blazter bar when its maxed			
		InInventory BlazterHUDFlash, 1
		{
			DrawImage "UNLNFL", -130,-33;
			DrawImage "UNMDFL", -149,-33;
		}
		
		//==========================Sub weapon info=============================		
		//subweapons
		//Lance
		InInventory LanceCheck, 1
		{
			DrawImage "UBZSUB1", -18, -14;
				
			InInventory NOT SubweaponReload, 1
			{
				DrawBar "UBZAMO", "UNIMPT", SubweaponPower, horizontal, reverse, -56, -14;
				DrawNumber 2, SLAYERFONT, untranslated, SubweaponShotCount, FILLZEROS, -63, -13;
			}
			Else
			{
				DrawBar "UNIGRY", "UNIMPT", SubweaponReload, horizontal, reverse, -56, -14;
				DrawNumber 3, SLAYERFONT, White, SubweaponReload, FILLZEROS, -63, -13;
			}
		}
		//--------------------------------------------------------------
			
		//Mattock
		InInventory MattockCheck, 1
		{
			DrawImage "UBZSUB2", -18, -14;
				
			InInventory NOT SubweaponReload, 1
			{
				DrawBar "UBZAMO", "UNIMPT", SubweaponPower, horizontal, reverse, -56, -14;
				DrawNumber 2, SLAYERFONT, untranslated, SubweaponShotCount, FILLZEROS, -63, -13;
			}
			Else
			{
				DrawBar "UNIGRY", "UNIMPT", SubweaponReload, horizontal, reverse, -56, -14;
				DrawNumber 3, SLAYERFONT, White, SubweaponReload, FILLZEROS, -63, -13;
			}
		}
			
		//--------------------------------------------------------------
				
		//Shield
		InInventory ShieldCheck, 1
		{
			DrawImage "UBZSUB3", -18, -14;
				
			InInventory NOT SubweaponReload, 1
			{
				DrawBar "UBZAMO", "UNIMPT", SubweaponPower, horizontal, reverse, -56, -14;
				DrawNumber 3, SLAYERFONT, untranslated, SubweaponShotCount, FILLZEROS, -63, -13;
			}
			Else
			{
				DrawBar "UNIGRY", "UNIMPT", SubweaponReload, horizontal, reverse, -56, -14;
				DrawNumber 3, SLAYERFONT, White, SubweaponReload, FILLZEROS, -63, -13;
			}
		}
			
		//--------------------------------------------------------------
				
		//Dagger
				
		InInventory DaggerCheck, 1
		{
			DrawImage "UBZSUB4", -18, -14;
				
			InInventory NOT SubweaponReload, 1
			{
				DrawBar "UBZAMO", "UNIMPT", SubweaponPower, horizontal, reverse, -56, -14;
				DrawNumber 2, SLAYERFONT, untranslated, SubweaponShotCount, FILLZEROS, -63, -13;
			}
			Else
			{
				DrawBar "UNIGRY", "UNIMPT", SubweaponReload, horizontal, reverse, -56, -14;
				DrawNumber 3, SLAYERFONT, White, SubweaponReload, FILLZEROS, -63, -13;
			}
		}
			
		//--------------------------------------------------------------
				
		//Fire Bottle
				
		InInventory FireBottleCheck, 1
		{
			DrawImage "UBZSUB5", -18, -14;
				
			InInventory NOT SubweaponReload, 1
			{
				DrawBar "UBZAMO", "UNIMPT", SubweaponPower, horizontal, reverse, -56, -14;
				DrawNumber 2, SLAYERFONT, untranslated, SubweaponShotCount, FILLZEROS, -63, -13;
			}
			Else
			{
				DrawBar "UNIGRY", "UNIMPT", SubweaponReload, horizontal, reverse, -56, -14;
				DrawNumber 3, SLAYERFONT, White, SubweaponReload, FILLZEROS, -63, -13;
			}
		}
			
		//--------------------------------------------------------------
				
		//Boomerang
				
		InInventory BoomerangCheck, 1
		{
			DrawImage "UBZSUB6", -18, -14;				
				
			InInventory NOT SubweaponReload, 1
			{
				DrawBar "UBZAMO", "UNIMPT", SubweaponPower, horizontal, reverse, -56, -14;
				DrawNumber 2, SLAYERFONT, untranslated, SubweaponShotCount, FILLZEROS, -63, -13;
			}
			Else
			{
				DrawBar "UNIGRY", "UNIMPT", SubweaponReload, horizontal, reverse, -56, -14;
				DrawNumber 3, SLAYERFONT, White, SubweaponReload, FILLZEROS, -63, -13;
			}
		}
			
		//--------------------------------------------------------------
				
		//Hammer
				
		InInventory HammerCheck, 1
		{
			DrawImage "UBZSUB7", -18, -14;
				
			InInventory NOT SubweaponReload, 1
			{
				DrawBar "UBZAMO", "UNIMPT", SubweaponPower, horizontal, reverse, -56, -14;
				DrawNumber 2, SLAYERFONT, untranslated, SubweaponShotCount, FILLZEROS, -63, -13;
			}
			Else
			{
				DrawBar "UNIGRY", "UNIMPT", SubweaponReload, horizontal, reverse, -56, -14;
				DrawNumber 3, SLAYERFONT, White, SubweaponReload, FILLZEROS, -63, -13;
			}
		}


		//Flashing the Subweapon bar when its ready
		InInventory SubweaponHUDFlash, 1
		{
			DrawImage "UNLNFL", -57,-15;
			DrawImage "UNMDFL", -76,-15;
		}

		InInventory SubWeaponLocked, 1
		{
			DrawImage "SLYLCK", -14,-12;
		}
			

		
		//==========================Fatal Draw=============================		
		
		InInventory NOT Unleasher, 1
		{
			DrawBar "UNIGRY", "UNIMPT", SpiritForce, horizontal, reverse, -56, -32;
			DrawNumber 3, SLAYERFONT, White, SpiritForce, FILLZEROS, -63, -31;
		}
		Else
		{
			InInventory NOT SpiritForce, 100
			{
				DrawBar "UNIGRY", "UNIMPT", SpiritForce, horizontal, reverse, -56, -32;
				DrawNumber 3, SLAYERFONT, White, SpiritForce, FILLZEROS, -63, -31;
			}
		
			Else
			{
				DrawBar "UNIUL1", "UNIMPT", SpiritForce, horizontal, reverse, -56, -32;
				DrawNumber 3, SLAYERFONT, untranslated, SpiritForce, FILLZEROS, -63, -31;	
			}

			//Flashing the Fatal Draw bar when its ready			
			InInventory FatalDrawHUDFlash, 1
			{
				DrawImage "UNLNFL", -57,-33;
				DrawImage "UNMDFL", -76,-33;
			}
		}

		//==========================Blaz Portrait=============================		
		
		
		InInventory NOT PowerShieldProtection, 1
		{
			//Health status
			InInventory NOT LowHP, 1
			{
				DrawImage "BLZFC1", 10, -35; //Neutral
			}
			Else
			{
				DrawImage "BLZFC2", 10, -35; //Injured
			}
		
			//0 HP
			InInventory "HeroDead"
			{
				DrawImage "BLZFC3", 10, -35; //Slain
			}
		}
		Else
		{
			DrawImage "BLZFC4", 10, -35; //God Mode
		}
		
		InInventory FatalDrawToken, 1
		{
			DrawImage "BLZFC5", 10, -35; //Using ultimate
		}
	} //End of Blaz Mini HUD************************

	//******************************************************************************
	//******************************************************************************
	//DOOMSLAYER MINI HUD ELEMENTS
	//******************************************************************************
	//******************************************************************************

	InInventory IAmDoomslayer, 1
	{
		DrawImage "UDSHP", 3, -43;
		DrawImage "UDSWPN", -151, -38;

		//==========================Ammo=============================		
		
		//Mettle
		DrawBar "UNIRMP", "UNIMPT", SlayerMettle, horizontal, reverse, -129, -32;
		DrawNumber 3, SLAYERFONT, Untranslated, SlayerMettle, FILLZEROS, -136, -31;

		//--------------------------------------------------------------
		
		//Grit
		DrawBar "UNIBMP", "UNIMPT", SlayerGrit, horizontal, reverse, -129, -14;
		DrawNumber 3, SLAYERFONT, untranslated, SlayerGrit, FILLZEROS, -136, -13;	

			
		//==========================Mettle Weapons==================================
		IsSelected "DreadBolt"
		{
			InInventory SlayerMettle, 12
			{
				DrawImage "UDSMTL", -151, -35;
			}
			InInventory NOT SlayerMettle,12
			{
				//Grayed out mettle bar
				DrawBar "UNIGRY", "UNIMPT", SlayerMettle, horizontal, reverse, -129, -32;
				//Grayed out mettle number
				DrawNumber 3, SLAYERFONT, White, SlayerMettle, FILLZEROS, -136, -31;			
				
				DrawImage "UDSGRT", -151, -17;
				InInventory NOT SlayerGrit,12
				{
					//Grayed out grit bar
					DrawBar "UNIGRY", "UNIMPT", SlayerGrit, horizontal, reverse, -129, -14;
					//Grayed out grit number
					DrawNumber 3, SLAYERFONT, White, SlayerGrit, FILLZEROS, -136, -13;	
				}
			}
		}

		IsSelected "MourningStar"
		{
			DrawImage "UDSMTL", -151, -35;
			InInventory NOT SlayerMettle,10
			{
				//Grayed out mettle bar
				DrawBar "UNIGRY", "UNIMPT", SlayerMettle, horizontal, reverse, -129, -32;
				//Grayed out mettle number
				DrawNumber 3, SLAYERFONT, White, SlayerMettle, FILLZEROS, -136, -31;			
			}
		}

		IsSelected "Magmauler"
		{
			DrawImage "UDSMTL", -151, -35;
			InInventory NOT SlayerMettle,5
			{
				//Grayed out mettle bar
				DrawBar "UNIGRY", "UNIMPT", SlayerMettle, horizontal, reverse, -129, -32;
				//Grayed out mettle number
				DrawNumber 3, SLAYERFONT, White, SlayerMettle, FILLZEROS, -136, -31;			
			}
		}
			

		//==========================Grit Weapons==================================
		IsSelected "ThunderBuss"
		{
			DrawImage "UDSGRT", -151, -17;
			InInventory NOT SlayerGrit,10
			{
				//Grayed out grit bar
				DrawBar "UNIGRY", "UNIMPT", SlayerGrit, horizontal, reverse, -129, -14;
				//Grayed out grit number
				DrawNumber 3, SLAYERFONT, White, SlayerGrit, FILLZEROS, -136, -13;				
			}
		}
			
		IsSelected "WrathCaster"
		{
			DrawImage "UDSGRT", -151, -17;
			InInventory NOT SlayerGrit,10
			{
				//Grayed out grit bar
				DrawBar "UNIGRY", "UNIMPT", SlayerGrit, horizontal, reverse, -129, -14;
				//Grayed out grit number
				DrawNumber 3, SLAYERFONT, White, SlayerGrit, FILLZEROS, -136, -13;				
			}
		}

		IsSelected "ReignStorm"
		{
			DrawImage "UDSGRT", -151, -17;
			InInventory NOT SlayerGrit,1
			{
				//Grayed out grit bar
				DrawBar "UNIGRY", "UNIMPT", SlayerGrit, horizontal, reverse, -129, -14;
				//Grayed out grit number
				DrawNumber 3, SLAYERFONT, White, SlayerGrit, FILLZEROS, -136, -13;				
			}
		}

		//==========================Subweapons=============================		
		//Bomb Caster
		InInventory NOT BombCasterCharge, 40
		{
			DrawBar  "UNCLD3", "UNCLD2", BombCasterCharge, horizontal, reverse, -56, -14;
			//DrawBar "DSRCHG", "DSRCHG2", BombCasterCharge, horizontal, reverse, 86+Center, -44;
		}	
		Else
		{
			DrawBar  "UDSBMB", "UNCLD2", BombCasterCharge, horizontal, reverse, -56, -14;
		}
		
		//Normal Bombs
			
		InInventory NOT BombCasterAmmo, 1
		{
			DrawImage "UDSSUB1", -42,-14;
			DrawString SLAYERFONT, untranslated, "+", -67, -13, 0;
		}
			
		//Flash Bombs 
		InInventory SlayerFlashBombCheck, 1
		{
			DrawImage "UDSSUB2", -42,-14;
		}
			
		//Fire Bombs 
		InInventory SlayerFireBombCheck, 1
		{
			DrawImage "UDSSUB3", -42,-14;
		}

		//Thunder Bombs 
		InInventory SlayerThunderBombCheck, 1
		{
			DrawImage "UDSSUB4", -42,-14;
		}
			
		//Bomb Ammo
		InInventory BombCasterAmmo, 1
		{
			DrawNumber 2, SLAYERFONT, untranslated, ammo BombCasterAmmo, FILLZEROS, -63, -13;
		}

		//The lock icon for the Bombs
		InInventory SubWeaponLocked, 1
		{
			DrawImage "SLYLCK", -38,-12;
		}

		//--------------------------------------------------------------
		//Stun gun
		
			InInventory NOT StunCasterCharge, 80
			{
				DrawBar  "UNCLD3", "UNCLD2", StunCasterCharge, horizontal, reverse, -32, -14;
				InInventory "StunCasterUpgrade" { DrawImage "SPHPST4", -14,-10;}
			}
			Else
			{
				DrawBar  "UDSSTN", "UNCLD2", StunCasterCharge, horizontal, reverse, -32, -14;
				InInventory "StunCasterUpgrade" { DrawImage "SPHPST3", -14,-10;}
			}

		
		//==========================BFUG=============================		
		
		InInventory NOT Unleasher, 1
		{
			DrawBar "UNIGRY", "UNIMPT", SlayerBFGCharge, horizontal, reverse, -56, -32;
			DrawNumber 3, SLAYERFONT, White, SlayerBFGCharge, FILLZEROS, -63, -31;
		}
		Else
		{
			InInventory NOT SlayerBFGCharge, 200
			{
				DrawBar "UNIGRY", "UNIMPT", SlayerBFGCharge, horizontal, reverse, -56, -32;
				DrawNumber 3, SLAYERFONT, White, SlayerBFGCharge, FILLZEROS, -63, -31;
			}
		
			Else
			{
				DrawBar "UNIUL1", "UNIMPT", SlayerBFGCharge, horizontal, reverse, -56, -32;
				DrawNumber 3, SLAYERFONT, untranslated, SlayerBFGCharge, FILLZEROS, -63, -31;	
			}
			
			
			//Flashing the BFUG bar when its ready			
			InInventory MiniUnleasherFlash, 1
			{
				DrawImage "UNLNFL", -57,-33;
				DrawImage "UNMDFL", -76,-33;
			}
		}		


		//==========================Doomslayer Portrait=============================		
		
		
		InInventory NOT PowerShieldProtection, 1
		{
			//Health status
			InInventory NOT LowHP, 1
			{
				DrawImage "DSLFC1", 10, -35; //Neutral
			}
			Else
			{
				DrawImage "DSLFC2", 10, -35; //Injured
			}
		
			//0 HP
			InInventory "HeroDead"
			{
				DrawImage "DSLFC3", 10, -35; //Slain
			}
		}
		Else
		{
			DrawImage "DSLFC4", 10, -35; //God Mode
		}
		
		InInventory BFGArmed, 1
		{
			DrawImage "DSLFC5", 10, -35; //Using ultimate
		}
		
	} //End of Doomslayer Mini HUD************************

	//******************************************************************************
	//******************************************************************************
	//KUSTAM MINI HUD ELEMENTS
	//******************************************************************************
	//******************************************************************************

	InInventory IAmKustam, 1
	{
		DrawImage "UKSHP", 3, -43;
		DrawImage "UKSWPN", -153, -38;


		//HP Regeneration stuff
		InInventory KustamRegen, 1
		{
			DrawImage "SPHPST3", 14,-10;
		}
		
		//==========================Mini HUD Ammo=============================		
		
		//Laser battery
		DrawBar "UNIRMP", "UNIMPT", KustamLaserBattery, horizontal, reverse, -129, -32;
		DrawNumber 3, SLAYERFONT, Untranslated, KustamLaserBattery, FILLZEROS, -136, -31;

		InInventory KustamLaserReload, 1
		{
			DrawBar "UNIGRY", "UNIMPT", KustamLaserBattery, horizontal, reverse, -129, -32;
			DrawNumber 3, SLAYERFONT, DarkGray, KustamLaserBattery, FILLZEROS, -136, -31;
		}
		
		//HUD Flash for laser meter refilled
		InInventory KustamLaserHUDFlash, 1
		{
			DrawImage "UNLNFL", -130,-33;
			DrawImage "UNMDFL", -149,-33;
		}
		
		//--------------------------------------------------------------
		
		//Kinetic battery
		DrawBar "UNIBMP", "UNIMPT", KustamKineticBattery, horizontal, reverse, -129, -14;
		DrawNumber 3, SLAYERFONT, untranslated, KustamKineticBattery, FILLZEROS, -136, -13;	

		InInventory KustamKineticReload, 1
		{
			DrawBar "UNIGRY", "UNIMPT", KustamKineticBattery, horizontal, reverse, -129, -14;
			DrawNumber 3, SLAYERFONT, DarkGray, KustamKineticBattery, FILLZEROS, -136, -13;	
		}

		//HUD Flash for kinetic meter refilled
		InInventory KustamKineticHUDFlash, 1
		{
			DrawImage "UNLNFL", -130,-15;
			DrawImage "UNMDFL", -149,-15;
		}


		//======================Mini HUD Combo meters=============================		

		//Chaingun tier upgrade
		InInventory "KustamLaserCombo", 1
		{
			InInventory NOT SentinelForm, 1
			{
				DrawImage "UBMCB1", -171, -35;
				
				//Laser Combo bar
				DrawBar "UBMCB2", "MTUCMB", KustamLaserCombo, horizontal, reverse, -166, -31;
				
				//Lit Laser Combo segments
				InInventory "KustamLaserCombo", 45 { DrawImage "UBMCB3", -166, -31;}
				InInventory "KustamLaserCombo", 90 { DrawImage "UBMCB4", -166, -31;}
			}
		} //End of Chaingun tier upgrade stuff


		//SSG tier upgrade
		InInventory "KustamScatterCombo", 1
		{
			InInventory NOT SentinelForm, 1
			{
				DrawImage "USPCB1", -171, -17;
				
				//Laser Combo bar
				DrawBar "USPCB2", "MTUCMB", KustamScatterCombo, horizontal, reverse, -166, -13;
				
				//Lit Laser Combo segments
				InInventory "KustamScatterCombo", 45 { DrawImage "USPCB3", -166, -13;}
				InInventory "KustamScatterCombo", 90 { DrawImage "USPCB4", -166, -13;}
			}
		} //End of SSG tier upgrade stuff



			
		//=====================Mini HUD Subweapon stuff=============================		
		
		//Flash Bolt
		InInventory FlashBoltCheck, 1
		{
			DrawImage "UKSSUB2", -42,-14;
			DrawNumber 2, SLAYERFONT, untranslated, ammo KustamSubAmmo, FILLZEROS, -63, -13;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawNumber 2, SLAYERFONT, DarkGray, ammo KustamSubAmmo, FILLZEROS, -63, -13;
			}
		}

		//Rail Beam
		InInventory RailBeamCheck, 1
		{
			DrawImage "UKSSUB3", -42,-14;
			DrawNumber 2, SLAYERFONT, untranslated, ammo KustamSubAmmo, FILLZEROS, -63, -13;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawNumber 2, SLAYERFONT, DarkGray, ammo KustamSubAmmo, FILLZEROS, -63, -13;
			}
		}
		
		//Turret Shot
		InInventory TurretShotCheck, 1
		{
			DrawImage "UKSSUB4", -42,-14;
			DrawNumber 2, SLAYERFONT, untranslated, ammo KustamSubAmmo, FILLZEROS, -63, -13;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawNumber 2, SLAYERFONT, DarkGray, ammo KustamSubAmmo, FILLZEROS, -63, -13;
			}
		}
		
		//Thunder Lash
		InInventory ThunderLashCheck, 1
		{
			DrawImage "UKSSUB5", -42,-14;
			DrawNumber 2, SLAYERFONT, untranslated, ammo KustamSubAmmo, FILLZEROS, -63, -13;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawNumber 2, SLAYERFONT, DarkGray, ammo KustamSubAmmo, FILLZEROS, -63, -13;
			}
		}
			
		//Stun pellets
		InInventory NOT KustamSubAmmo, 1
		{
			DrawImage "UKSSUB1", -42,-14;
			DrawString SLAYERFONT, untranslated, "+", -67, -13, 0;
			//DrawImage "KSTSUB13", -42,-14;
			//Grayed out on empty battery
			InInventory KustamEquipmentCooldown, 1
			{
				DrawString SLAYERFONT, DarkGray, "+", -67, -13, 0;
			}
		}
		
		
		//Equipment Cooldown gauge
		InInventory KustamEquipmentCooldown, 1
		{
			DrawBar  "UNCLDN", "UNCLD2", KustamEquipmentCooldown, horizontal, reverse, -56, -14;
		}
		Else
		{
			Drawimage "UDSBMB", -56, -14;
		}

		//Flashing the equipment bar!
		InInventory KustamEquipmentHUDFlash, 1
		{
			DrawImage "UNMDFL", -57,-15;
		}

		
		//The lock icon for subweapons
		InInventory SubWeaponLocked, 1
		{
			DrawImage "SLYLCK", -38,-12;
		}

		//=====================Mini HUD Boot stuff=============================		
		InInventory KustamAuxBattery, 3 { DrawImage "UBTCH1", -32, -14;}
		InInventory KustamAuxBattery, 2 { DrawImage "UBTCH2", -32, -14;}
		InInventory KustamAuxBattery, 1 { DrawImage "UBTCH3", -32, -14;}

		
		//Reloading battery
		InInventory KustamAuxReload, 1
		{	
			DrawBar  "UNCLD3", "UNCLD2", KustamAuxCharge, horizontal, reverse, -32, -14;
			DrawImage "UKSDRN", -17,-14;
		}
		
		//Boot lock
		InInventory KustamAuxLock, 1
		{
			InInventory KustamAuxBattery, 1
			{
				DrawBar "UBTCD1", "UBTCD2", KustamAuxLock,  horizontal, reverse, -32, -12;
			}
		}
		
		//Boot bar flash!
		InInventory KustamBootHUDFlash, 1
		{
			DrawImage "UNMDFL", -34,-15;
			//DrawImage "UNMDFL", -57,-15; //Equipment launcher
		}
		
		InInventory KustamAuxHUDFlash, 1
		{
			DrawImage "UNMDFL", -34,-15;
			//DrawImage "UNMDFL", -57,-15; //Equipment launcher
		}


		
		//==========================Mini HUD Sentinel Arms=============================		
	
		
		InInventory NOT Unleasher, 1
		{
			DrawBar "UNIGRY", "UNIMPT", SentinelCharge, horizontal, reverse, -56, -32;
			DrawNumber 3, SLAYERFONT, White, SentinelCharge, FILLZEROS, -63, -31;
		}
		Else
		{
			InInventory NOT SentinelCharge, 100
			{
				DrawBar "UNIGRY", "UNIMPT", SentinelCharge, horizontal, reverse, -56, -32;
				DrawNumber 3, SLAYERFONT, White, SentinelCharge, FILLZEROS, -63, -31;
			}
		
			Else
			{
				DrawBar "UNIUL1", "UNIMPT", SentinelCharge, horizontal, reverse, -56, -32;
				DrawNumber 3, SLAYERFONT, untranslated, SentinelCharge, FILLZEROS, -63, -31;	
			}
			
			
			//Flashing the Sentinel Arms bar when its ready			
			InInventory KustamOCArmsHUDFlash, 1
			{
				DrawImage "UNLNFL", -57,-33;
				DrawImage "UNMDFL", -76,-33;
			}
		}	
		
		InInventory SentinelForm, 1
		{
			DrawImage "UKSNTL",-153, -38;


			//OC Laser ammo
			DrawBar "UNIRMP", "UNIMPT", OCLaserAmmo, horizontal, reverse, -129, -32;
			DrawNumber 3, SLAYERFONT, Untranslated, OCLaserAmmo, FILLZEROS, -136, -31;

			InInventory KustamOCLaserReload, 1
			{
				DrawBar "UNIGRY", "UNIMPT", OCLaserAmmo, horizontal, reverse, -129, -32;
				DrawNumber 3, SLAYERFONT, DarkGray, OCLaserAmmo, FILLZEROS, -136, -31;
			}
			
			//HUD Flash for OC laser meter refilled
			InInventory KustamOCLaserHUDFlash, 1
			{
				DrawImage "UNLNFL", -130,-33;
				DrawImage "UNMDFL", -149,-33;
			}
			
			//--------------------------------------------------------------
			
			//OC Kinetic ammo
			DrawBar "UNIBMP", "UNIMPT", OCKineticAmmo, horizontal, reverse, -129, -14;
			DrawNumber 3, SLAYERFONT, untranslated, OCKineticAmmo, FILLZEROS, -136, -13;	

			InInventory KustamOCKineticReload, 1
			{
				DrawBar "UNIGRY", "UNIMPT", OCKineticAmmo, horizontal, reverse, -129, -14;
				DrawNumber 3, SLAYERFONT, DarkGray, OCKineticAmmo, FILLZEROS, -136, -13;	
			}
			
			//HUD Flash for OC kinetic meter refilled
			InInventory KustamOCKineticHUDFlash, 1
			{
				DrawImage "UNLNFL", -130,-15;
				DrawImage "UNMDFL", -149,-15;
			}

		}
		//==========================Kustam Portrait=============================		
		
		
		InInventory NOT PowerShieldProtection, 1
		{
			//Health status
			InInventory NOT LowHP, 1
			{
				DrawImage "KSTFC1", 10, -35; //Neutral
			}
			Else
			{
				DrawImage "KSTFC2", 10, -35; //Injured
			}
		
			//0 HP
			InInventory "HeroDead"
			{
				DrawImage "KSTFC3", 10, -35; //Slain
			}
		}
		Else
		{
			DrawImage "KSTFC4", 10, -35; //God Mode
		}
		
		InInventory SentinelForm, 1
		{
			DrawImage "KSTFC5", 10, -35; //Using ultimate
		}

	} //End of Kustam Mini HUD************************

} //End of full screen HUD

//******************************************************************************
//******************************************************************************
//******************************************************************************
//******************************************************************************

//Map inventory
Statusbar Automap,forcescaled,FullScreenoffsets
{
	
	//BLAZ MAP INVENTORY
	
	InInventory IAmLordBlaz, 1
	{
		DrawImage "BZINV1", -160+center, -68;
		
		//Shotgun----------------------------------------
		InInventory ThrowBoostTech, 1
		{
			DrawImage "BZINV2", -160+center, -68;
		}
		
		//Super Shotgun----------------------------------
		InInventory SwordCleaveUpgrade, 1
		{
			DrawImage "BZINV3", -160+center, -68;
		}
		
		//Chaingun---------------------------------------
		InInventory ShatterUpgrade, 1
		{
			DrawImage "BZINV4", -160+center, -68;
		}
		
		//Rocket Launcher--------------------------------
		InInventory OverloadUpgrade, 1
		{
			DrawImage "BZINV5", -160+center, -68;
		}
		
		//Plasma Gun-------------------------------------
		InInventory TerrorUpgrade, 1
		{
			DrawImage "BZINV6", -160+center, -68;
		}
		
		//BFG---------------------------------------------
		InInventory unleasher, 1
		{
			DrawImage "BZINV7", -160+center, -68;
		}
		
		//Chainsaw----------------------------------------
		InInventory ChainUpgrade, 1
		{
			DrawImage "BZINV8", -160+center, -68;
		}
		
		//Berserk-----------------------------------------
		InInventory ATKringPowerup, 1
		{
			DrawImage "BZINV9", -160+center, -68;
		}
		
		//AllMap------------------------------------------
		InInventory powerscanner, 1
		{
			DrawImage "BZINV10", -160+center, -68;
		}
		
		//Armor tiers--------------------------------------
		DrawSwitchableImage armortype Steelhelmet, "BZINV14", "BZINV11", -160+center, -68;
		DrawSwitchableImage armortype SteelArmor, "BZINV14", "BZINV12", -160+center, -68;
		DrawSwitchableImage armortype GoldArmor, "BZINV14", "BZINV13", -160+center, -68;
		DrawSwitchableImage armortype BlueArmorForMegasphere, "BZINV14", "BZINV13", -160+center, -68;
		
	}
	//END OF BLAZ INVENTORY

//=================================================================
//=================================================================
	//DOOMSLAYER MAP INVENTORY
	
	InInventory IAmDoomSlayer, 1
	{
		DrawImage "DGINV1", -160+center, -68;

		//Shotgun----------------------------------------
		InInventory MourningStar, 1
		{
			DrawImage "DGINV2", -160+center, -68;
		}

		//Super Shotgun----------------------------------		
		InInventory ThunderBuss, 1
		{
			DrawImage "DGINV3", -160+center, -68;
		}
		
		//Chaingun---------------------------------------
		InInventory ReignStorm, 1
		{
			DrawImage "DGINV4", -160+center, -68;
		}
		
		//Rocket Launcher--------------------------------
		InInventory WrathCaster, 1
		{
			DrawImage "DGINV5", -160+center, -68;
		}
		
		//Plasma Gun-------------------------------------
		InInventory Magmauler, 1
		{
			DrawImage "DGINV6", -160+center, -68;
		}
		
		//BFG---------------------------------------------
		InInventory unleasher, 1
		{
			DrawImage "DGINV7", -160+center, -68;
		}
		
		//Chainsaw----------------------------------------
		InInventory StunCasterUpgrade, 1
		{
			DrawImage "DGINV8", -160+center, -68;
		}
		
		//Berserk-----------------------------------------
		InInventory ATKringPowerup, 1
		{
			DrawImage "BZINV9", -160+center, -68;
		}
		
		//AllMap------------------------------------------
		InInventory powerscanner, 1
		{
			DrawImage "BZINV10", -160+center, -68;
		}
		
		//Armor tiers--------------------------------------
		DrawSwitchableImage armortype Steelhelmet, "BZINV14", "BZINV11", -160+center, -68;
		DrawSwitchableImage armortype SteelArmor, "BZINV14", "BZINV12", -160+center, -68;
		DrawSwitchableImage armortype GoldArmor, "BZINV14", "BZINV13", -160+center, -68;
		DrawSwitchableImage armortype BlueArmorForMegasphere, "BZINV14", "BZINV13", -160+center, -68;
	}
	//END OF DOOMSLAYER INVENTORY

//=================================================================
//=================================================================

	//KUSTAM MAP INVENTORY

	InInventory IAmKustam, 1
	{
		DrawImage "KSINV1", -160+center, -68;
		
		//Shotgun----------------------------------------
		InInventory ScatterUpgrade, 1
		{
			DrawImage "KSINV2", -160+center, -68;
		}
		
		//Super Shotgun----------------------------------
		InInventory ScatterComboUpgrade, 1
		{
			DrawImage "KSINV3", -160+center, -68;
		}
		
		//Chaingun---------------------------------------
		InInventory LaserComboUpgrade, 1
		{
			DrawImage "KSINV4", -160+center, -68;
		}
		
		//Rocket Launcher--------------------------------
		InInventory SlowModule, 1
		{
			DrawImage "KSINV5", -160+center, -68;
		}
		
		//Plasma Gun-------------------------------------
		InInventory GlaiveBoostModule, 1
		{
			DrawImage "KSINV6", -160+center, -68;
		}
		
		//BFG---------------------------------------------
		InInventory unleasher, 1
		{
			DrawImage "KSINV7", -160+center, -68;
		}
		
		//Chainsaw----------------------------------------
		InInventory ReclaimatorBooster, 1
		{
			DrawImage "KSINV8", -160+center, -68;
		}
		
		//Berserk-----------------------------------------
		InInventory ATKringPowerup, 1
		{
			DrawImage "KSINV9", -160+center, -68;
		}
		
		//AllMap------------------------------------------
		InInventory powerscanner, 1
		{
			DrawImage "BZINV10", -160+center, -68;
		}
		
		//Armor tiers--------------------------------------
		DrawSwitchableImage armortype Steelhelmet, "BZINV14", "KSINV11", -160+center, -68;
		DrawSwitchableImage armortype SteelArmor, "BZINV14", "KSINV12", -160+center, -68;
		DrawSwitchableImage armortype GoldArmor, "BZINV14", "KSINV13", -160+center, -68;
		DrawSwitchableImage armortype BlueArmorForMegasphere, "BZINV14", "KSINV13", -160+center, -68;
		
	}
	//END OF KUSTAM INVENTORY

}

