<aside> 📦 ASSTLIB.acs
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<aside> âš¡ bool AssistDisplayBar_On(void)
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This function should be used in a conditional statement surrounding your assist item assist display script’s code, so that it is only drawn whenever the user has mm8bdm_assistdisplay
toggled on and has the UI enabled.
Below is a truncated version of MM8BDM’s main assist item assist display script which only has Rush Jet which will show every function being used.
#library "COREAST"
#include "zcommon.acs"
#include "DTADD.acs"
Script "core_trunc_assists_define" OPEN CLIENTSIDE
{
DefineAssistDisplay("core_trunc_assists");
}
#include "ASSTLIB.acs"
Script "core_trunc_assists" (int cam) CLIENTSIDE
{
if(AssistDisplayBar_On()) {
SetHudSize(320,200,0);
if(CheckActorInventory(cam,"RushJetCounter")>0) {
int pos = Get_And_Inc_AssistBarCount();
int x = Get_AssistDisplayBar_X(pos);
int y = Get_AssistDisplayBar_Y(pos);
str img = "RUSJGO";
if(CheckActorInventory(cam, "PlayerPropertyGrounded") > 0) img = "RUSJGON";
if(CheckActorInventory(cam, "RushJetCounter") <= 1 && Timer() % 8 <= 3) img = "TNT1A0";
BasicImageDisplay(img,Get_And_Inc_AssistDisplayID(),x,y);
DrawBasicBarAndNumber(
"ASTBARPR","ASSTBARE",
"ASTVARPR","ASSTVARE",
x,y,
Get_And_Inc_AssistDisplayID(),Get_And_Inc_AssistDisplayID(),Get_And_Inc_AssistDisplayID(),
CheckActorInventory(cam,"RushJetCounter"),
CheckActorInventory(cam,"AssistNumberFlag")>0,
CheckActorInventory(cam,"RushJetCounter")
);
}
}
}