Audio::addLineToConversation
NOTE: ones that are -1, 0 - 35 are determined by a function where it gets a TextLabel from a global then runs, _GET_TEXT_SUBSTRING and depending on what the result is it goes in check order of 0 - 9 then A - Z then z (lowercase). So it will then return 0 - 35 or -1 if it's 'z'. The func to handle that ^^ is func_67 in dialog_handler.c atleast in TU27 Xbox360 scripts.
p0 is -1, 0 - 35 p1 is a char or string (whatever you wanna call it) p2 is Global 10597 + i * 6. 'i' is a while(i < 70) loop p3 is again -1, 0 - 35 p4 is again -1, 0 - 35 p5 is either 0 or 1 (bool ?) p6 is either 0 or 1 (The func to determine this is bool) p7 is either 0 or 1 (The func to determine this is bool) p8 is either 0 or 1 (The func to determine this is bool) p9 is 0 - 3 (Determined by func_60 in dialogue_handler.c) p10 is either 0 or 1 (The func to determine this is bool) p11 is either 0 or 1 (The func to determine this is bool) p12 is unknown as in TU27 X360 scripts it only goes to p11.
Syntax
```js mp.game.audio.addLineToConversation(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12); ```
Required Arguments
- p0: unknown (to be checked)
- p1: unknown (to be checked)
- p2: unknown (to be checked)
- p3: unknown (to be checked)
- p4: unknown (to be checked)
- p5: Boolean
- p6: Boolean
- p7: Boolean
- p8: Boolean
- p9: unknown (to be checked)
- p10: Boolean
- p11: Boolean
- p12: Boolean
Return value
- Undefined
Example
```js // todo ```