lua/wrappers/game/lua_door.cpp
/**
	 * Initiates a conversation between this door
	 * and the game object passed in.
	 * Returns true if the conversation was initiated.
	 * False can mean that the game object was nil or that
	 * either this door or the game object did not have a
	 * dialog component attached.
	 * @see am.dialog_component
	 * @param am.game_object talkee The game object to start a converstation with.
	 * @returns boolean True if the conversation was initiated.
	 */
Initiates a conversation between this door
and the game object passed in.
Returns true if the conversation was initiated.
False can mean that the game object was nil or that
either this door or the game object did not have a
dialog component attached.
@see am.dialog_component
@param am.game_object talkee The game object to start a converstation with.
@returns boolean True if the conversation was initiated.
Initiates a conversation between this door and the game object passed in . Returns true if the conversation was initiated . False can mean that the game object was nil or that either this door or the game object did not have a dialog component attached . @see am . dialog_component @param am . game_object talkee The game object to start a converstation with . @returns boolean True if the conversation was initiated .
int Door_talk_to(lua_State *lua)
	{
		Door *obj = castUData<Door>(lua, 1);
		if (obj)
		{
			return GameObject_talk_to(lua, obj);
		}
		return LuaState::expectedContext(lua, "talk_to", "am.door");
	}
int Door_talk_to ( lua_State * lua ) { Door * obj = castUData < Door > ( lua , 1 ) ; if ( obj ) { return GameObject_talk_to ( lua , obj ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Initiates a conversation between this door
 and the game object passed in.
Initiates a conversation between this door and the game object passed in .