Audio::addLineToConversation

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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

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

// todo

See also

Template:Audio s function c