Opacity = (activeHud == 0? 0 : uiRendState->pageAlpha * cfg.common.statusbarCounterAlpha);     float const iconOpacity = (activeHud == 0? 0 : uiRendState->pageAlpha * cfg.common.statusbarCounterAlpha);      if(!Hu_InventoryIsOpen(wi->player())) return;     if(ST_AutomapIsOpen(wi->player()) && cfg.common.automapHudDisplay == 0) return;     if(P_MobjIsCamera(players[wi->player()].plr->mo) && Get(DD_PLAYBACK)) return;      DGL_MatrixMode(DGL_MODELVIEW);     DGL_PushMatrix();     if(offset) DGL_Translatef(offset->x, offset->y, 0);     DGL_Scalef(cfg.common.statusbarScale, cfg.common.statusbarScale, 0);      