lua/wrappers/game/lua_dialogue_component.cpp
/**
	 * Returns the game object that this dialogue component is currently talking to.
	 * Will return nil if there is no dialogue.
	 * @returns am.game_object The game object being talked to or nil.
	 */
Returns the game object that this dialogue component is currently talking to.
Will return nil if there is no dialogue.
@returns am.game_object The game object being talked to or nil.
Returns the game object that this dialogue component is currently talking to . Will return nil if there is no dialogue . @returns am . game_object The game object being talked to or nil .
int DialogueComponent_talking_to(lua_State *lua)
	{
		DialogueComponent *comp = castUData<DialogueComponent>(lua, 1);
		if (comp)
		{
			wrapGameObject(lua, comp->getTalkingTo());
			return 1;
		}
		return LuaState::expectedContext(lua, "talking_to", "am.dialogue_component");
	}
int DialogueComponent_talking_to ( lua_State * lua ) { DialogueComponent * comp = castUData < DialogueComponent > ( lua , 1 ) ; if ( comp ) { wrapGameObject ( lua , comp -> getTalkingTo ( ) ) ; return 1 ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Returns the game object that this dialogue component is currently talking to.
Returns the game object that this dialogue component is currently talking to .