HudData
{
	TextureData
	{
		/////////////// BACKGROUND LAYER ///////////////
		
		"playerScoreBoxBG1"
		{
			"font"		"HUD_BackGround"
			"character"	"c"
		}
		"locationBoxBG1"
		{
			"font"		"HUD_BackGround"
			"character"	"a"
		}
		"locationBoxBG2"
		{
			"font"		"HUD_BackGround"
			"character"	"y"
		}
		"healthBoxBG"
		{
			"font"		"HUD_BackGround"
			"character"	"c"
		}
		"armourBoxBG"
		{
			"font"		"HUD_BackGround"
			"character"	"e"
		}
		"weaponBoxBG1"
		{
			"font"		"HUD_BackGround"
			"character"	"g"
		}
		"weaponBoxBG2"
		{
			"font"		"HUD_BackGround"
			"character"	"w"
		}
		"ammoCarriedBoxBG"
		{
			"font"		"HUD_BackGround"
			"character"	"i"
		}
		"ammoLoadedBoxBG"
		{
			"font"		"HUD_BackGround"
			"character"	"k"
		}
		"grenPrimaryBoxBG"
		{
			"font"		"HUD_BackGround"
			"character"	"m"
		}
		"grenSecondaryBoxBG"
		{
			"font"		"HUD_BackGround"
			"character"	"o"
		}
		"SpyDisguiseBoxBG"
		{
			"font"		"HUD_BackGround"
			"character"	">"
		}
		"SpyDisguiseBoxBG2"
		{
			"font"		"HUD_BackGround"
			"character"	"]"
		}
		"SpyDisguiseBoxBG3"
		{
			"font"		"HUD_BackGround"
			"character"	","
		}
		"RoundInfoBoxBG"
		{
			"font"		"HUD_BackGround"
			"character"	"q"
		}
		"Gren1TimerBGBox"
		{
			"font"		"HUD_BackGround"
			"character"	"u"
		}
		"Gren2TimerBGBox"
		{
			"font"		"HUD_BackGround"
			"character"	"u"
		}
		
		/////////////// FOREGROUND LAYER ///////////////
		
		"playerScoreBoxFG1"
		{
			"font"		"HUD_ForeGround"
			"character"	"d"
		}
		"locationBoxFG1"
		{
			"font"		"HUD_ForeGround"
			"character"	"b"
		}
		"locationBoxFG2"
		{
			"font"		"HUD_BackGround"
			"character"	"z"
		}
		"healthBoxFG"
		{
			"font"		"HUD_ForeGround"
			"character"	"K"
		}
		"armourBoxFG"
		{
			"font"		"HUD_ForeGround"
			"character"	"L"
		}
		"weaponBoxFG1"
		{
			"font"		"HUD_ForeGround"
			"character"	"h"
		}
		"weaponBoxFG2"
		{
			"font"		"HUD_BackGround"
			"character"	"x"
		}
		"ammoCarriedBoxFG"
		{
			"font"		"HUD_ForeGround"
			"character"	"j"
		}
		"ammoLoadedBoxFG"
		{
			"font"		"HUD_ForeGround"
			"character"	"l"
		}
		"grenPrimaryBoxFG"
		{
			"font"		"HUD_ForeGround"
			"character"	"n"
		}
		"grenSecondaryBoxFG"
		{
			"font"		"HUD_ForeGround"
			"character"	"p"
		}
		"SpyDisguiseBoxFG"
		{
			"font"		"HUD_ForeGround"
			"character"	"<"
		}
		"SpyDisguiseBoxFG2"
		{
			"font"		"HUD_ForeGround"
			"character"	"["
		}
		"SpyDisguiseBoxFG3"
		{
			"font"		"HUD_ForeGround"
			"character"	";"
		}
		"RoundInfoBoxFG"
		{
			"font"		"HUD_ForeGround"
			"character"	"r"
		}
		"Gren1TimerFGBox"
		{
			"font"		"HUD_ForeGround"
			"character"	"v"
		}
		"Gren2TimerFGBox"
		{
			"font"		"HUD_ForeGround"
			"character"	"v"
		}
		
		/////////////// OLD STUFF  ///////////////
		"Health"
		{
			"font"		"WeaponIconsSelected"
			"character"	"f"
		}
		"Armor"
		{
			"font"		"WeaponIconsSelected"
			"character"	"f"
		}
		"Location"
		{
			"font"		"WeaponIconsSelected"
			"character"	"f"
		}
		"Gren1"
		{
			"font"		"WeaponIconsSelected"
			"character"	"f"
		}
		"Gren2"
		{
			"font"		"WeaponIconsSelected"
			"character"	"f"
		}
		"Ammo"
		{
			"font"		"WeaponIconsSelected"
			"character"	"f"
		}
		"BuildTimer"
		{
			"font"		"WeaponIconSelected"
			"character"	"f"
		}
		"Gren1Timer"
		{
			"font"		"WeaponIconSelected"
			"character"	"f"
		}
		"Gren2Timer"
		{
			"font"		"WeaponIconSelected"
			"character"	"f"
		}
		
		/////////// Temporarily here until a home found for it
		
		"death_worldspawn"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"M"
		}
		"death_door"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"N"
		}
		"death_world"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"O"
		}
		"death_miniturret"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"P"
		}
		
		"death_trigger_hurt"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"O"
		}
		"d_skull"
		{
			"font"		"StatusGlyphs"
			"character"	"R"
		}

		/////////// 	Special trigger_hurt death notices.  To add a new type, just match the postfix (e.g. _fall) to the DMG_ type 
		///////////	the trigger hurt uses and then update the string appending code in CHudDeathNotice::FireGameEvent() -> Defrag
		"death_trigger_hurt_fall"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"M"
		}		
		"death_trigger_hurt_drown"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"8"
		}
		"death_trigger_hurt_shock"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"Q"
		}
		"voice_player"
		{
			"file"		"voice/icntlk_sv"
			"x"		"0"
			"y"		"0"
			"width"		"32"
			"height"	"32"
		}
		"voice_self"
		{
			"file"		"voice/icntlk_local"
			"x"		"0"
			"y"		"0"
			"width"		"32"
			"height"	"32"
		}
		"death_burndeath_level1"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"@"
		}
		"death_burndeath_level2"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"#"
		}
		"death_burndeath_level3"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"$"
		}
		"death_sentrygun_level1"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"Z"
		}
		"death_sentrygun_level2"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"A"
		}
		"death_sentrygun_level3"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"B"
		}
		"death_sentrygun_level1_det"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"C"
		}
		"death_sentrygun_level2_det"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"D"
		}
		"death_sentrygun_level3_det"
		{
			"font"		"StatusGlyphsSmall"
			"character"	"E"
		}
	}
}
