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Player Health and Status Panel

Sectionsupdated steampipe

  1. Basic description of the panel
  2. Player Status Main Background
  3. Player Status Icons
  4. Player Status Lines
  5. Player Status Ammo
  6. Player Status Health
  7. Health Class Image and Background
  8. Player Status Current Weapon
  9. Player Status Stamina
  10. Player Status MG Heat
  11. Player Status Fire Select
  12. Player Status TNT

Basic description of the Panel:

player status panel

As you can see by the amount of sections this controls quite a lot of items in the lower HUD.

To be more accurate, it controls a medium size panel and smaller panels size within the lower HUD area. There are actually many files involved here but the main one is in the resource/iu folder.

The file is called HudPlayerStatusPanel.res

Like all things in the VGUI file system there is a hierarchy where files work together to display a final item. The best way to show where this file fits in is to look at the basic files involved in displaying the health bar.

 

The starting point as always is in the hudlayout.res file, a huge file that defines the areas all the smaller panels display in. For dods the very first section deals with the Player Status main panel on the bottom left, the MG heat and the Fire Select panels on the bottom right....

Code:
 "Resource/HudLayout.res"
{
    HudPlayerStatusPanel
    {
        "fieldName"                "HudPlayerStatusPanel"
        "xpos"                    "0"
        "ypos"                    "290"
        "wide"                    "640"
        "tall"                    "190"
        "visible"                "1"
        "enabled"                "1"
    }

As you can see the area defined is all the way across the screen, ( "wide"  "640" ) and quite high, ( "tall"  "190" ) .
The panel starts at 290 units ( "ypos"   "290" ) from the top (all the way is 480 units) so past the halfway mark just under where the chat displays.

Inside that defined area the hudplayerstatuspanel.res controls all the sub sections you can see in the image above. So like the hudlayout.res the hudplayerstatuspanel.res is controlling some items and defining areas for other files, like the Health bar...

Code:
}
    "PlayerStatusHealth"
    {
        "ControlName"    "EditablePanel"    
        "fieldName"        "PlayerStatusHealth"
        "xpos"            "42"
        "ypos"            "91"
        "zpos"            "0"
        "wide"            "46"
        "tall"            "78"
        "visible"        "1"
        "enabled"        "1"
    }   

Next step to display the health bar is now controlled by a further file. You can get a hint what it is called via the name of the section, "PlayerStatusHealth" this is a file in resource\ui\hudplayerstatushealth.res...

Code:
"Resource/UI/HudHealth.res"
{
    "HealthClassImage"    // draws the class image and the red "damage taken" part
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "HealthClassImage"
        "xpos"            "0"
        "ypos"            "5"
        "wide"            "36"
        "tall"            "72"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "1"    
    }
    "HealthClassImageBG"    // draws the class image outline
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "HealthClassImageBG"
        "xpos"            "0"
        "ypos"            "5"
        "wide"            "36"
        "tall"            "72"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "1"    
    }
    "HealthBar"
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "HealthBar"
        "xpos"            "36"
        "ypos"            "20"
        "wide"            "8"
        "tall"            "54"
        "visible"        "1"
        "enabled"        "1"
        "FirstWarning"    "0.50"
        "SecondWarning"    "0.25"
        "fillcolor"        "White"
    }    
}

In this file we have the final controls for a couple of items, the class image and the health bar.

"HealthClassImage" controls the class image, (in this case we have the allied rifleman) in dod_pak_dir.vpk ... root\materials\vgui\cls_us_garand_active.vtf

"HealthClassImageBG" controls the class image with a white outline in dod_pak_dir.vpk ... root\materials\vgui\cls_us_garand_active_bg.vtf

"HealthBar" the base color of the health bar, the warning percentages and the size.

So you can see this file is not your ordinary HUD file, it is doing a job more like the scripts\hudlayout.res, it is defining areas other files can display in, plus controlling a few loose items like the background, the Allies and Axis icons and a couple of vertical lines.


 

Player Status Main Background: "PlayerStatusMainBackground" section just controls the main rectangular panel with the corner cut on the bottom left. The section only defines the size, the corner cut and where it is placed...

Code:
 "Resource/UI/HudPlayerStatusPanel.res"
{
    "PlayerStatusMainBackground"
    {
        "ControlName"    "EditablePanel"
        "fieldName"        "PlayerStatusMainBackground"
        "xpos"            "16"
        "ypos"            "128"
        "zpos"            "-2"
        "wide"            "240"
        "tall"            "32"
        "visible"        "1"
        "enabled"        "1"
        "CornerToCut"    "top_right"
        "CornerCutSize"    "8"
    }

Most people may like to adjust the color of the panel, you will have to see the clientscheme.res for those. The clientscheme.res controls this area and all the other panels like the "PlayerStatusMGHeat", "PlayerStatusFireSelect", "PlayerStatusTNT" and even the objective icon backgound and border.

Say you wanted a sky blue panel HUD with a dark blue border with the stamina bar adjusted. You open the resource\clientscheme.res and adjust like I have...

Code:
        "HudPanelForeground"        "102 230 255 184"  // Lower HUD items panel color "123 110 59 184"  
        "HudPanelBackground"        "102 230 255 184"  // Object icons background  "123 110 59 184"  
        "HudPanelBorder"            "0 0 255 255"      // Lower HUD items border  "255 255 255 102"
        
        "HudProgressBarActive"        "0 0 255 200"      // The color at rest "240 207 78 255"
        "HudProgressBarInActive"    "251 206 60 255"   // The second color in stamina "140 120 73 255"
        "HudProgressBarActiveLow"    "240 30 30 255"
        "HudProgressBarInActiveLow"    "240 30 30 99"

blue panel dodsThis gives all lower HUD panels and the objective icon backgrounds a sky blue panel and a dark blue border. There is more to do like the text and the different colours in the Stamina, Fire select and MG bars but it shows again the files do have a hierarchy and not all things adjust in one place, you may find yourself in and out of many files just for one area.


 

Player Status Icons: These icons are the same as the plain Axis or Allied objective icons. You can find them in dod_pak_dir.vpk ... root\materials\sprites\obj_icons\    icon_obj_allies.vtf and obj_icons/icon_obj_axis.vtf .

You can disable them, move them and change the icon if you wish. Just rememeber if you add an image it may not work on a sv_pure 1 or 2 server.

 

Code:
}
    "PlayerStatusAlliesIcon"
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "PlayerStatusAlliesIcon"
        "xpos"            "21"
        "ypos"            "133"
        "zpos"            "-1"
        "wide"            "22"
        "tall"            "22"
        "visible"        "0"
        "enabled"        "1"
        "image"            "../sprites/obj_icons/icon_obj_allies"
        "scaleImage"    "1"    
    }
    "PlayerStatusAxisIcon"
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "PlayerStatusAxisIcon"
        "xpos"            "21"
        "ypos"            "133"
        "zpos"            "-1"
        "wide"            "22"
        "tall"            "22"
        "visible"        "0"
        "enabled"        "1"
        "image"            "../sprites/obj_icons/icon_obj_axis"
        "scaleImage"    "1"    
    }

 


 

Player Status Lines: These are just two small lines that define the area of the current weapon "PlayerStatusCurrentWeapon". You can move them, define the color of the line, disable them. You could also use them as two spare "panels". Adjust the "wide" and "tall" them move them around and apply a different color and transparency using "fillColor".

Code:
}
    "PlayerStatusLeftLine"
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "PlayerStatusLeftLine"
        "xpos"            "88"
        "ypos"            "131"
        "wide"            "1"
        "tall"            "26"
        "visible"        "1"
        "enabled"        "1"
        "fillColor"        "HudPanelBorder"
    }                
    "PlayerStatusRightLine"
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "PlayerStatusRightLine"
        "xpos"            "160"
        "ypos"            "131"
        "wide"            "1"
        "tall"            "26"
        "visible"        "1"
        "enabled"        "1"
        "fillColor"        "HudPanelBorder"
    }

 


 

clips bulletsPlayer Status Ammo: The ammo area "PlayerStatusAmmo" is another entry that defines the area that this can display in but unlike the health bar it does not have a second file in the ui folder. You can see this by the amount of controls in the section. A lot of testing is required if you move things here.

The icon images are not all separate files, they are all in one image. You can find that image in dod_pak_dir.vpk ... root\materials\sprites\hud\clips_bullets .

Another fileclips bullets adjust handles the coordinates inside that image file and the wide and tall display sizes, they are in the scripts folder, they are called weapon_"name of weapon".txt and at the end of the file the coordinates for the clips are there. It is not normal to adjust that file, more than likely you will be blocked by the dreaded sv_pure 1 whitelists ! Advise you stay away from those files for a HUD !

The ammo images are easy to move around but there is a twist to the small clip.

  • "clip_count_text_<control>" items move the  "X 10" of the amont of clips
  • "large_icon_<control>" items move the large icon.
  • "small_icon_<control>" items move the small clip ... but ONLY genades and assault and support class, MP40, Stg44, Thompson and Bar small clips !
  • “extra_clip_<control>" are all the other icons that are NOT handled by the “small_icons” section.
Code:

}
    "PlayerStatusAmmo"
    {
        "ControlName"                "Panel"    
        "fieldName"                    "PlayerStatusAmmo"
        "xpos"                        "168"
        "ypos"                        "115"
        "wide"                        "84"
        "tall"                        "52"
        "visible"                    "1"
        "enabled"                    "1"

        "clip_count_text_xpos"        "62"
        "clip_count_text_ypos"        "23"

        "large_icon_xpos"            "0"
        "large_icon_ypos"            "0"
        "large_icon_width"            "32"
        "large_icon_height"            "51"
        
        "small_icon_xpos"            "0"
        "small_icon_ypos"            "16"
        "small_icon_width"            "32"
        "small_icon_height"            "25"    

        "extra_clip_xpos"            "39"
        "extra_clip_ypos"            "17"
        "extra_clip_width"            "22"
        "extra_clip_height"            "24"
        
        "AmmoCountColor"            "240 207 78 102"
        "AmmoXColor"                "255 255 255 102"
    }

 


Player Status Health: We did cover this in the first part of this page but there are a few more things to know. The section "PlayerStatusHealth" is very simple and only defines the area that the health bar and the class images display in... really it should be called Player Status health and class, but that file name would be too long I suppose.

The other files that control the health bar are resource\clientscheme.res and resource\ui\hudplayerstatushealth.res

The clientscheme.res has a simple system handling the colours of the health bar. Here are the commands for each...

Code:
     "HudHealthGreen"            "85 112 66 255"   //The 1st color Green 100% (no hurt)
        "HudHealthYellow"            "240 207 78 255"  //The 3rd color Yellow 50% - 25%  
        "HudHealthRed"                "180 20 20 255"   //The 4th color Red 25% - 0%   
        "HudHealthBG"                "170 150 73 255"  //The 2nd color Gold 100% - 50%     
        "HudHealthBorder"            "255 255 255 255" //The Border White

health bar amin largeThe HUD_Test_Det map I made can help understand the four step color bar, go to the water area and go under to start drowning. After a few seconds it will hurt in small increments. You can count up to 21 in total before you die...

  1. No damage  100%            Green   "HudHealthGreen"  All Green
  2. 0 -10 hurts   100% - 50%  Gold     "HudHealthBG"        Gold getting rid of the Green
  3. 11-15 hurts  50% - 25%    Yellow  "HudHealthYellow"  Gold now a background, lower half is Yellow
  4. 16-21 hurts  25% - 0%      Red      "HudHealthRed"      Gold still a background, lower 1/4 is  now Red

Ajust the colors to suit and don't forget the 5th one in the clientscheme.res, "HudHealthBorder" the white outline around the bar.

The 3rd and 4th change @ 50% and 25% can be adjuted in resource\ui\hudplayerstatushealth.res. Say you want the yellow to start at 75% and the red at 50%, change the health bar "FirstWarning" to "0.75" and "SecondWarning"  to  "0.50" ...

Code:
}
    "HealthBar"
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "HealthBar"
        "xpos"            "36"
        "ypos"            "20"
        "wide"            "8"
        "tall"            "54"
        "visible"        "1"
        "enabled"        "1"
        "FirstWarning"    "0.75"    //"0.50"
        "SecondWarning"    "0.50"    //"0.25"
        "fillcolor"        "White"   //
    }

You can also make this a two color bar if you like, I like to do this in my HUD's as the bright Red will let you see damage very clearly. Change the hudplayerstatushealth.res to ...

Code:
}
    "HealthBar"
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "HealthBar"
        "xpos"            "36"
        "ypos"            "20"
        "wide"            "8"
        "tall"            "54"
        "visible"        "1"
        "enabled"        "1"
        "FirstWarning"    "0.0"         //"0.50"
        "SecondWarning"    "0.0"         //"0.25"
        "fillcolor"        "White"
    }    
}

health red bl barAfter that change you have a bar that is Green and only the Gold will count down. Further changes to the clientscheme.res if I change "HudHealthGreen" to a solid black and "HudHealthBG" to a nice Red, I now have a black bar that turns red only on damage...

Code:
       "HudHealthGreen"            "0 0 0 255"       //"85 112 66 255"   //The 1st color Green 100% (no hurt)
        "HudHealthYellow"            "240 207 78 255"  //The 3rd color Yellow 50% - 25%  
        "HudHealthRed"                "180 20 20 255"   //The 4th color Red 25% - 0%   
        "HudHealthBG"                "0 0 0 0"         //"170 150 73 255"  //The 2nd color Gold 100% - 50%     
        "HudHealthBorder"            "255 255 255 255" //The Border White

Health Class Image and Background: The other two parts of the hudplayerstatushealth.res file is the class images. Options are moving them around, turning on and off and scaling the image.

Code:
{
    "HealthClassImage"    // draws the class image and the red "damage taken" part
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "HealthClassImage"
        "xpos"            "0"
        "ypos"            "5"
        "wide"            "36"
        "tall"            "72"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "1"    
    }
    "HealthClassImageBG"    // draws the class image outline
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "HealthClassImageBG"
        "xpos"            "0"
        "ypos"            "5"
        "wide"            "36"
        "tall"            "72"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "1"    
    }

class image no bg"HealthClassImage" controls the class image, (in this case we have the allied rifleman) in dod_pak_dir.vpk ... root\materials\vgui\cls_us_garand_active.vtf

"HealthClassImageBG" controls the class image with a white outline in dod_pak_dir.vpk ... root\materials\vgui\cls_us_garand_active_bg.vtf

If you don't like the gawdy white outline just set "visible"   "1" and    "enabled"   "1" in the "HealthClassImageBG" section.


 Player Status Current Weapon: This is like the above panel as it has it's area is defined in the hudplayerstatuspanel.res, ("PlayerStatusCurrentWeapon" section) ...

Code:
 }    
    "PlayerStatusCurrentWeapon"
    {
        "ControlName"    "EditablePanel"    
        "fieldName"        "PlayerStatusCurrentWeapon"
        "xpos"            "90"
        "ypos"            "130"
        "wide"            "67"
        "tall"            "27"
        "visible"        "1"
        "enabled"        "1"
    }

... and other items can be adjusted in the hudcurrentweapon.res file...

Code:
 "Resource/UI/HudCurrentWeapon.res"
{
    "CurrentWeaponImage"    // draws the weapon image
    {
        "ControlName"    "Panel"
        "fieldName"        "CurrentWeaponImage"
        "xpos"            "0"
        "ypos"            "0"
        "wide"            "67"
        "tall"            "27"        
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "1"    
    }
    "CurrentWeaponImageBG"    // draws the weapon image outline
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "CurrentWeaponImageBG"
        "xpos"            "0"
        "ypos"            "0"
        "wide"            "67"
        "tall"            "27"    
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "1"    
    }
}
dod weapons01 dod weapons01 glow
dod_weapons01 dod_weapons01_glow

The adjustments are simple, like the Class image the current weapon image has 2 images. They are in dod_pak_dir.vpk ... root\materials\sprites\hud files are dod_weapons01.vtf and dod_weapons01_glow.vtf.

The background, (section "CurrentWeaponImageBG" and file dod_weapons01_glow.vtf) does not seem to have much effect turning it on and off but if you adjust "CurrentWeaponImage" make sure the settings are the same in "CurrentWeaponImageBG".

 


 Player Status Stamina: The Staminia bar is another area defined in the hudplayerstatuspanel.res file "PlayerStatusStamina".

staninia bar

Code:
 }
    "PlayerStatusStamina"
    {
        "ControlName"        "EditablePanel"
        "fieldName"            "PlayerStatusStamina"
        "xpos"                "10"
        "ypos"                "161"
        "wide"                "266"
        "tall"                "32"
        "visible"            "1"
        "enabled"            "1"
    }

Like other sections in this file it just sets out the area to display and the tasks of handling the icon and the bar are done by another file resource\ui\hudplayerstatusstamina.res .

Code:
"Resource/UI/HudPlayerStatusStamina.res"
{
    "StaminaBackground"
    {
        "ControlName"    "EditablePanel"
        "fieldName"        "StaminaBackground"
        "xpos"            "6"
        "ypos"            "7"
        "wide"            "240"
        "tall"            "14"
        "visible"        "1"
        "enabled"        "1"
        "CornerToCut"    "bottom_right"
        "CornerCutSize"    "5"
    }
    "StaminaIcon"
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "StaminaIcon"
        "xpos"            "9"
        "ypos"            "1"
        "wide"            "24"
        "tall"            "24"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "1"    
        "stamina_icon"    "stamina_icon"
        "warning_level"    ".35"
    }
    "StaminaProgressBar"
    {
        "ControlName"    "Panel"
        "fieldName"        "StaminaProgressBar"
        "xpos"            "31"
        "ypos"            "9"
        "wide"            "210"
        "tall"            "10"
        "visible"        "1"
        "enabled"        "1"
        "slice_width"    "2"
        "slice_spacer"    "2"
        "warning_level"    ".35"
    }
}

"StaminaBackground" controls the frame and background size and like the main status panel it has a corner cut that you can adjust.

"StaminaIcon" just controls the small icon, it is a font in dod\resource\dodlogo.ttf and the character is "/" . You will also notice that you can set a warning level, set at ".35" where it will change color to red when the Stamina is almost exhausted and you start to slow down. If you need to disable it the visible and enabled will not work, do this instead... 

"stamina_icon"            "" //"stamina_icon"

"StaminaProgressBar" controls the bar increments, you can adjust the width of the "slices", (the small segments) width and space between them. Also the waring level can get set to match the icon behavior, keep them the same or different if you wish.

The colors are in the clientscheme.res, like the health bar they have a section dedicated to them...

Code:
        "HudProgressBarActive"        "240 207 78 255" // The Bar and icon color at rest Gold         
        "HudProgressBarInActive"    "140 120 73 255" // The 2nd Bar color Dull Gold        
        "HudProgressBarActiveLow"    "240 30 30 255"  // The 3rd Bar color  2nd and Last Icon color Red  
        "HudProgressBarInActiveLow"    "240 30 30 99"     // The 4th Bar color fully exhausted

You will notice if you change these the capture progress bar also changes. Don't be too worried the capture progress bar has it's own panel and there are options to correct any adverse changes from the stamina color bars.


 Player Status MG Heat: This is a panel that is only visible with one weapon, the Axis MG 42. It is like a stamina bar behavior but for the MG42 heat we have a few obvious differences. 

 mg heat

The area this displays in is first handled by hudplayerstatuspanel.res, ("PlayerStatusMGHeat" section) ...

Code:
}
    "PlayerStatusMGHeat"
    {
        "ControlName"        "EditablePanel"
        "fieldName"            "PlayerStatusMGHeat"
        "xpos"                "r260"
        "ypos"                "161"
        "wide"                "260"
        "tall"                "32"
        "visible"            "1"
        "enabled"            "1"
    }

Futher adjustments are possible in another file, resource\ui\hudplayerstatusmgheat.res...

Code:
"Resource/UI/HudPlayerStatusMGHeat.res"
{
    "MGHeatBackground"
    {
        "ControlName"    "EditablePanel"
        "fieldName"        "MGHeatBackground"
        "xpos"            "0"
        "ypos"            "7"
        "wide"            "240"
        "tall"            "14"
        "visible"        "1"
        "enabled"        "1"
        "CornerToCut"    "bottom_left"
        "CornerCutSize"    "5"
    }
    "MGHeatIcon"
    {
        "ControlName"    "ImagePanel"
        "fieldName"        "MGHeatIcon"
        "xpos"            "187"
        "ypos"            "0"
        "wide"            "50"
        "tall"            "20"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "1"    
        "icon_mg42"        "mgheat_mg42"
        "warning_level"    ".8"        
    }
    "MGHeatProgressBar"
    {
        "ControlName"    "Panel"
        "fieldName"        "MGHeatProgressBar"
        "xpos"            "7"
        "ypos"            "9"
        "wide"            "178"
        "tall"            "10"
        "visible"        "1"
        "enabled"        "1"
        "slice_width"    "2"
        "slice_spacer"    "2"
        "warning_level"    ".8"
    }
}

You will notice the adjustments are a lot like the stamina bar, it has a frame, slices and icon.

"MGHeatBackground" controls the frame and background size and like the main status panel it has a corner cut that you can adjust.

"MGHeatIcon"  controls the MG42 icon, it is a font in dod\resource\dodlogo.ttf and the character is "0" (zero) . You will also notice that you can set a warning level, set at ".8" where it will change color to red when the heat level gets to very high and warns you a couple of seconds before it overheats and shuts down. If you need to disable it the visible and enabled will not work, do this instead... "icon_mg42"            "" // "mgheat_mg42"

"MGHeatProgressBar" controls the bar increments, you can adjust the width of the "slices", (the small segments) width and space between them. Also the waring level can get set to match the MG42 icon behavior, keep them the same or different if you wish.

The colors are in the clientscheme.res, like the health bar they have a section dedicated to them. They follow the stamina bar, (sort of) but you should consider adjusting in another place. Around line 263 of the clientscheme.res there is another section of color adjustments, take a look, progress bar, stamina, MG Heat, lots. it is best to change the MG heat here...

 

Code:
        HudMGHeatBar.Active                "HudProgressBarActive"      // The 2nd Bar color
        HudMGHeatBar.InActive            "HudProgressBarInActive"    // The 1st Bar color when cool
        HudMGHeatBar.ActiveLow            "HudProgressBarActiveLow"   // The 3rd Bar color just before it shuts down
        HudMGHeatBar.InActiveLow        "HudProgressBarInActiveLow"    // The 4th Bar color when shut down
    
        HudMGHeatIcon.Active            "HudProgressBarActive"      // The Icon color when cool
        HudMGHeatIcon.ActiveLow            "HudProgressBarActiveLow"    // The Icon color just before it shuts down

Just place in a color beside the function. If you want a Green icon when the gun is cool do this...

HudMGHeatIcon.ActiveLow            "93 171 73 200"

Scroll to the right and view the items in the code block above, adjust your colors to suit that fuction.


 Player Status Fire Select: The panel only displays when you select the support class, Allied BAR and Axis MP44.

fireselect bar

The "PlayerStatusFireSelect" section in resource\ui\hudplayerstatuspanel.res just handles the size and location of the panel.

Code:
 }
    "PlayerStatusFireSelect"
    {
        "ControlName"        "EditablePanel"
        "fieldName"            "PlayerStatusFireSelect"
        "xpos"                "r260"
        "ypos"                "161"
        "wide"                "260"
        "tall"                "32"
        "visible"            "1"
        "enabled"            "1"
    }

The items inside that panel are controlled by resource\ui\hudplayerstatusfireselect.res.

Code:
"Resource/UI/HudPlayerStatusFireSelect.res"
{
    "FireSelectBackground"
    {
        "ControlName"    "EditablePanel"
        "fieldName"        "FireSelectBackground"
        "xpos"            "100"
        "ypos"            "7"
        "wide"            "140"
        "tall"            "14"
        "visible"        "1"
        "enabled"        "1"
        "CornerToCut"    "bottom_left"
        "CornerCutSize"    "5"
    }
    
    "Icon_MP44"
    {
        "ControlName"    "CIconPanel"
        "fieldName"        "Icon_MP44"
        "xpos"            "185"
        "ypos"            "0"
        "wide"            "100"
        "tall"            "32"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "0"    
        "icon"            "weapon_mp44_fireselect"
        "iconColor"        "HudStaminaIcon.Active"
    }
    
    "Icon_BAR"
    {
        "ControlName"    "CIconPanel"
        "fieldName"        "Icon_BAR"
        "xpos"            "185"
        "ypos"            "0"
        "wide"            "100"
        "tall"            "32"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "0"    
        "icon"            "weapon_bar_fireselect"
        "iconColor"        "HudStaminaIcon.Active"
    }
    
    "Bullet_Left"
    {
        "ControlName"    "CIconPanel"
        "fieldName"        "Bullet_Left"
        "xpos"            "108"
        "ypos"            "0"
        "wide"            "32"
        "tall"            "32"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "0"    
        "icon"            "fireselect_bullet"
        "iconColor"        "HudFireSelectIcon.Active"
    }
    
    "Bullet_Center"
    {
        "ControlName"    "CIconPanel"
        "fieldName"        "Bullet_Center"
        "xpos"            "133"
        "ypos"            "0"
        "wide"            "32"
        "tall"            "32"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "0"    
        "icon"            "fireselect_bullet"
        "iconColor"        "HudStaminaIcon.Active"
    }
    
    "Bullet_Right"
    {
        "ControlName"    "CIconPanel"
        "fieldName"        "Bullet_Right"
        "xpos"            "158"
        "ypos"            "0"
        "wide"            "32"
        "tall"            "32"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "0"    
        "icon"            "fireselect_bullet"
        "iconColor"        "HudStaminaIcon.Active"
    }
}

"FireSelectBackground" controls the frame and background size and like the main status panel it has a corner cut that you can adjust.

"Icon_MP44" controls the Mp44 icon, it is a font in dod\resource\dodlogo.ttf and the character is "3" . You can adjust the position and size, set the icon referenced in the scripts\mod_textures.txt file and define the rest color in the resource\clientscheme.res, or just place another RGB color there. If you need to disable it the visible and enabled will not work, do this instead...

"icon"            "" //"fireselect_bullet"

"Icon_BAR" controls the BAR icon, it is a font in dod\resource\dodlogo.ttf and the character is "2" . You can adjust the position and size, set the icon referenced in the scripts\mod_textures.txt file and define the rest color in the resource\clientscheme.res, or just place another RGB color there. If you need to disable it the visible and enabled will not work, do this instead... "icon"            "" //"fireselect_bullet"

"Bullet_Left"  "Bullet_Center" and "Bullet_Right" control the Bullet icons, these are a font in dod\resource\dodlogo.ttf and the character is "4" . You can adjust the position and size, set the icon referenced in the scripts\mod_textures.txt file and define the rest color in the resource\clientscheme.res, or just place another RGB color there. If you need to disable it the visible and enabled will not work, do this instead... "icon"            "" //"fireselect_bullet"


Player Status TNT: This panel only displays on a det map and is simply a small panel to display the two TNT images. "icon_inventory_tnt" is used when you pick up TNT (image name is referenced in the sprites\mod_textures.txt and points to materials\sprites\hud\hud_tnt.vtf) 

"icon_inventory_tnt_grey" the image use when you have no TNT (image name is referenced in the sprites\mod_textures.txt and points to materials\sprites\hud\hud_tnt_missing.vtf)

tnt items hud

The area this displays in is first handled by hudplayerstatuspanel.res, ("PlayerStatusTNT" section) ...

Code:
}
    
    "PlayerStatusTNT"
    {
        "ControlName"        "EditablePanel"
        "fieldName"            "PlayerStatusTNT"
        "xpos"                "16"
        "ypos"                "100"
        "zpos"                "-1"
        "wide"                "43"
        "tall"                "26"
        "visible"            "1"
        "enabled"            "1"
        
        "CornerToCut"    "top_left"
        "CornerCutSize"    "5"
    }
}

Further adjustments are possible in another file, resource\ui\hudplayerstatustnt.res...

Code:
"Resource/UI/HudPlayerStatusTNT.res"
{
    "TNTBackground"
    {
        "ControlName"    "EditablePanel"
        "fieldName"        "TNTBackground"
        "xpos"            "0"
        "ypos"            "0"
        "zpos"            "-1"
        "wide"            "43"
        "tall"            "26"
        "visible"        "1"
        "enabled"        "1"
        "CornerToCut"    "top_left"
        "CornerCutSize"    "5"
    }
    
    "Icon_TNT"
    {
        "ControlName"    "CIconPanel"
        "fieldName"        "Icon_TNT"
        "xpos"            "5"
        "ypos"            "2"
        "wide"            "22"
        "tall"            "22"
        "visible"        "0"
        "enabled"        "1"
        "scaleImage"    "1"    
        "icon"            "icon_inventory_tnt"
    }
    
    "Icon_TNT_Missing"
    {
        "ControlName"    "CIconPanel"
        "fieldName"        "Icon_TNT_Missing"
        "xpos"            "5"
        "ypos"            "2"
        "wide"            "22"
        "tall"            "22"
        "visible"        "1"
        "enabled"        "1"
        "scaleImage"    "1"    
        "icon"            "icon_inventory_tnt_grey"
    }
}

"TNTBackground" controls the frame and background size and like the main status panel it has a corner cut that you can adjust.

"Icon_TNT" controls the TNT icon that displays a colored icon when you pick up a TNT pack, it is an image in materials\sprites\hud\hud_tnt.vtf. You can adjust the position and size.

"Icon_TNT_Missing" controls the TNT icon that displays a grey icon when you don't have a TNT pack, it is an image in materials\sprites\hud\hud_tnt_missing.vtf. You can adjust the position and size.

Note on those two images, if you want to replace them you could just supply a same name image in dod\custom\tut_hud\materials\sprites\hud\  hud_tnt.vtf  and  hud_tnt_missing.vtf  

That way if your HUD is on a sv_pure 1 or two server at least the standard image will display.


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