lua/wrappers/game/lua_character.cpp
/**
	 * Initiates a conversation between this character
	 * 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 character 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 character
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 character 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 character 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 character 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 Character_talk_to(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			return GameObject_talk_to(lua, obj);
		}
		return LuaState::expectedContext(lua, "talk_to", "am.character");
	}
int Character_talk_to ( lua_State * lua ) { Character * obj = castUData < Character > ( lua , 1 ) ; if ( obj ) { return GameObject_talk_to ( lua , obj ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Initiates a conversation between this character
 and the game object passed in.
Initiates a conversation between this character and the game object passed in .