Added static Dialog.CurrentDialog property and non-static ExecutedOption and AreOptionsDisplayed properties.
/// Gets the currently running dialog, returns null if no dialog is run
import static readonly attribute Dialog* CurrentDialog; // $AUTOCOMPLETESTATICONLY$
/// Gets the currently executed dialog option, or -1 if none is
import static readonly attribute int ExecutedOption; // $AUTOCOMPLETESTATICONLY$
/// Gets if the dialog options are currently displayed on screen
import static readonly attribute bool AreOptionsDisplayed; // $AUTOCOMPLETESTATICONLY$
Originally part of a request here https://www.adventuregamestudio.co.uk/site/projects/open/528/
I think CurrentDialog fills the role of the IsDialogRunning function. Probably could use a see also to Speech.SpeakingCharacter, it's a different thing but fills a similar role.
https://github.com/adventuregamestudio/ags-manual/wiki/Dialog
Added static Dialog.CurrentDialog property and non-static ExecutedOption and AreOptionsDisplayed properties.
Originally part of a request here https://www.adventuregamestudio.co.uk/site/projects/open/528/ I think CurrentDialog fills the role of the IsDialogRunning function. Probably could use a see also to Speech.SpeakingCharacter, it's a different thing but fills a similar role.
This was added in the PR: https://github.com/adventuregamestudio/ags/pull/2484/commits/ef1c66a0c29650ebd2ed05ad5a4189664bb701aa