lua/wrappers/game/lua_item.cpp
/**
     * Executes dialogue interactions with the object.
     * This can be used during an interact with function callback
     * to start dialogue. This will work with any game object, unless it does
     * not have a dialogue component.
     *
     * @param am.game_object interacter The game object that initiated the
     * interaction.
     * @param bool by_movement Flag that indicates if the interaction started
     *  because of movement or because of other reasons, such as mouse input.
     * @returns am.code Standard interaction results:
     * <table class='return_codes'>
     *  <tr><td>did_interact</td><td>Interaction occured, perform no further actions.</td></tr>
     *  <tr><td>did_not_interact</td><td>Interaction did not occur, can perform further actions.</td></tr>
     *  <tr><td>do_not_interact</td><td>Interaction did not occur, but do not perform any further actions.</td></tr>
     * </table>
     */
Executes dialogue interactions with the object.
This can be used during an interact with function callback
to start dialogue. This will work with any game object, unless it does
not have a dialogue component.

@param am.game_object interacter The game object that initiated the
interaction.
@param bool by_movement Flag that indicates if the interaction started
because of movement or because of other reasons, such as mouse input.
@returns am.code Standard interaction results:

did_interactInteraction occured, perform no further actions.
did_not_interactInteraction did not occur, can perform further actions.
do_not_interactInteraction did not occur, but do not perform any further actions.

Executes dialogue interactions with the object . This can be used during an interact with function callback to start dialogue . This will work with any game object unless it does not have a dialogue component . @param am . game_object interacter The game object that initiated the interaction . @param bool by_movement Flag that indicates if the interaction started because of movement or because of other reasons such as mouse input . @returns am . code Standard interaction results : did_interactInteraction occured perform no further actions . did_not_interactInteraction did not occur can perform further actions . do_not_interactInteraction did not occur but do not perform any further actions .
int Item_interact_dialogue(lua_State *lua)
    {
        Item *obj = castUData<Item>(lua, 1);
        if (obj)
        {
            return GameObject_interact_dialogue(lua, obj);
        }
        return LuaState::expectedContext(lua, "interact_dialogue", "am.item");
    }
int Item_interact_dialogue ( lua_State * lua ) { Item * obj = castUData < Item > ( lua , 1 ) ; if ( obj ) { return GameObject_interact_dialogue ( lua , obj ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Executes dialogue interactions with the object.
Executes dialogue interactions with the object .