diff --git a/src/st_stuff.c b/src/st_stuff.c
index 4af3199a19d231216572b95c0ace17c4b4760a63..36854bbbf68621c65c12e6cde24051497553e90c 100644
--- a/src/st_stuff.c
+++ b/src/st_stuff.c
@@ -78,12 +78,6 @@ static patch_t *race3;
 static patch_t *racego;
 static patch_t *ttlnum;
 static patch_t *nightslink;
-static patch_t *count5;
-static patch_t *count4;
-static patch_t *count3;
-static patch_t *count2;
-static patch_t *count1;
-static patch_t *count0;
 static patch_t *curweapon;
 static patch_t *normring;
 static patch_t *bouncering;
@@ -272,12 +266,6 @@ void ST_LoadGraphics(void)
 	race3 = W_CachePatchName("RACE3", PU_HUDGFX);
 	racego = W_CachePatchName("RACEGO", PU_HUDGFX);
 	nightslink = W_CachePatchName("NGHTLINK", PU_HUDGFX);
-	count5 = W_CachePatchName("DRWNF0", PU_HUDGFX);
-	count4 = W_CachePatchName("DRWNE0", PU_HUDGFX);
-	count3 = W_CachePatchName("DRWND0", PU_HUDGFX);
-	count2 = W_CachePatchName("DRWNC0", PU_HUDGFX);
-	count1 = W_CachePatchName("DRWNB0", PU_HUDGFX);
-	count0 = W_CachePatchName("DRWNA0", PU_HUDGFX);
 
 	for (i = 0; i < 6; ++i)
 	{
@@ -862,50 +850,48 @@ static void ST_drawFirstPersonHUD(void)
 
 	p = NULL;
 
-	// Display the countdown drown numbers!
-	if ((player->powers[pw_underwater] <= 11*TICRATE + 1
-		&& player->powers[pw_underwater] >= 10*TICRATE + 1)
-		|| (player->powers[pw_spacetime] <= 11*TICRATE + 1
-		&& player->powers[pw_spacetime] >= 10*TICRATE + 1))
-	{
-		p = count5;
-	}
-	else if ((player->powers[pw_underwater] <= 9*TICRATE + 1
-		&& player->powers[pw_underwater] >= 8*TICRATE + 1)
-		|| (player->powers[pw_spacetime] <= 9*TICRATE + 1
-		&& player->powers[pw_spacetime] >= 8*TICRATE + 1))
-	{
-		p = count4;
-	}
-	else if ((player->powers[pw_underwater] <= 7*TICRATE + 1
-		&& player->powers[pw_underwater] >= 6*TICRATE + 1)
-		|| (player->powers[pw_spacetime] <= 7*TICRATE + 1
-		&& player->powers[pw_spacetime] >= 6*TICRATE + 1))
-	{
-		p = count3;
-	}
-	else if ((player->powers[pw_underwater] <= 5*TICRATE + 1
-		&& player->powers[pw_underwater] >= 4*TICRATE + 1)
-		|| (player->powers[pw_spacetime] <= 5*TICRATE + 1
-		&& player->powers[pw_spacetime] >= 4*TICRATE + 1))
 	{
-		p = count2;
-	}
-	else if ((player->powers[pw_underwater] <= 3*TICRATE + 1
-		&& player->powers[pw_underwater] >= 2*TICRATE + 1)
-		|| (player->powers[pw_spacetime] <= 3*TICRATE + 1
-		&& player->powers[pw_spacetime] >= 2*TICRATE + 1))
-	{
-		p = count1;
-	}
-	else if ((player->powers[pw_underwater] <= 1*TICRATE + 1
-		&& player->powers[pw_underwater] > 1)
-		|| (player->powers[pw_spacetime] <= 1*TICRATE + 1
-		&& player->powers[pw_spacetime] > 1))
-	{
-		p = count0;
+		UINT32 airtime;
+		UINT32 frame = 0;
+		spriteframe_t *sprframe;
+		// If both air timers are active, use the air timer with the least time left
+		if (player->powers[pw_underwater] && player->powers[pw_spacetime])
+			airtime = min(player->powers[pw_underwater], player->powers[pw_spacetime]);
+		else // Use whichever one is active otherwise
+			airtime = (player->powers[pw_spacetime]) ? player->powers[pw_spacetime] : player->powers[pw_underwater];
+
+		if (!airtime)
+			return; // No air timers are active, nothing would be drawn anyway
+
+		airtime--; // The original code was all n*TICRATE + 1, so let's remove 1 tic for simplicity
+
+		if (airtime > 11*TICRATE)
+			return; // Not time to draw any drown numbers yet
+		// Choose which frame to use based on time left
+		if (airtime <= 11*TICRATE && airtime >= 10*TICRATE)
+			frame = 5;
+		else if (airtime <= 9*TICRATE && airtime >= 8*TICRATE)
+			frame = 4;
+		else if (airtime <= 7*TICRATE && airtime >= 6*TICRATE)
+			frame = 3;
+		else if (airtime <= 5*TICRATE && airtime >= 4*TICRATE)
+			frame = 2;
+		else if (airtime <= 3*TICRATE && airtime >= 2*TICRATE)
+			frame = 1;
+		else if (airtime <= 1*TICRATE && airtime > 0)
+			frame = 0;
+		else
+			return; // Don't draw anything between numbers
+
+		if (player->charflags & SF_MACHINE)
+			frame += 6;  // Robots use different drown numbers
+
+		// Get the front angle patch for the frame
+		sprframe = &sprites[SPR_DRWN].spriteframes[frame];
+		p = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
 	}
 
+	// Display the countdown drown numbers!
 	if (p)
 		V_DrawScaledPatch(SCX((BASEVIDWIDTH/2) - (SHORT(p->width)/2) + SHORT(p->leftoffset)), SCY(60 - SHORT(p->topoffset)),
 			V_NOSCALESTART|V_OFFSET|V_TRANSLUCENT, p);