lua/wrappers/game/lua_game_object.cpp
/**
	 * Initiates a conversation between this GameObject
	 * 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 GameObject 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 GameObject
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 GameObject 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 GameObject 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 GameObject 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 GameObject_talk_to(lua_State *lua, GameObject *obj)
	{
		if (!obj)
		{
			return 0;
		}
		if (obj->getDialogueComp())
		{
			GameObject *other = getGameObject(lua, -1);
			if (other)
			{
				if (other->getDialogueComp())
				{
					obj->getDialogueComp()->talkTo(other);
					lua_pushboolean(lua, true);
					return 1;
				}
				LuaState::warning(lua, "Talkee game object needs a dialogue component to talk to");
				lua_pushboolean(lua, false);
				return 1;
			}
			return LuaState::expectedArgs(lua, "talk_to", "am.game_object talkee");
		}
		LuaState::warning(lua, "GameObject needs a dialogue component to talk to another game object");
		lua_pushboolean(lua, false);
		return 1;
	}
int GameObject_talk_to ( lua_State * lua , GameObject * obj ) { if ( ! obj ) { return 0 ; } if ( obj -> getDialogueComp ( ) ) { GameObject * other = getGameObject ( lua , -1 ) ; if ( other ) { if ( other -> getDialogueComp ( ) ) { obj -> getDialogueComp ( ) -> talkTo ( other ) ; lua_pushboolean ( lua , true ) ; return 1 ; } LuaState :: warning ( lua , " " ) ; lua_pushboolean ( lua , false ) ; return 1 ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; } LuaState :: warning ( lua , " " ) ; lua_pushboolean ( lua , false ) ; return 1 ; }
Initiates a conversation between this GameObject
 and the game object passed in.
Initiates a conversation between this GameObject and the game object passed in .