>>11940024
SBARINFO is an awkward and crusty son of a bitch. Here's a good example of that:
Say you want an animated element on your HUD, right? Now if it's just something that's constantly animating like a health bar or some glowy shit, you can use ANIMDEFS alongside SBARINFO to make that work, easy peasy. But what if you want something that only animates at a specific time, through a set number of frames?
Now you're in for some shit. You see this shit in pic related? How this is working under the hood is when the player recieves damage, they're given a stack of token items that're taken away steadily thanks to a script. The HUD is constantly checking to see how many of these items the player has, and jumps to the appropriate frame.
See how it says this goes down to line 1623? This one class in Combined_Arms has an animated HUD face that consists of 1221 lines of code like this. This is all because I can't simply call an animation to only play at a specific time, because ANIMDEFs are effectively GIFs that are constantly looping. Now I'm pretty certain if I was using newer GZDoom and Zscript I could potentially make something less awful, but I go for Zandro compatibility.
This is easily one of the most awful and beautiful things I've made using these fucking tools. All in the service of just making a silly bowling ball head man look around and wiggle when he takes damage.