<P>	if ((!bForcePlay) && ((invokeActor.conListItems == None) || (!CanStartConversation())))
<P>		return False;
<P>
<P>	// Make sure the other actor can converse
<P>	if ((!bForcePlay) && ((ScriptedPawn(invokeActor) != None) && (!ScriptedPawn(invokeActor).CanConverse())))
<P>		return False;
<P>
<P>	// If we have a conversation passed in, use it.  Otherwise check to see
<P>	// if the passed in actor actually has a valid conversation that can be
<P>	// started.
<P>
<P>	if ( con == None )
<P>		con = GetActiveConversation(invokeActor, invokeMethod);
<P>
<P>	// If we have a conversation, put the actor into "Conversation Mode".
<P>	// Otherwise just return false.
<P>	//
<P>	// TO DO: Scan through the conversation and put *ALL* actors involved
<P>	//       in the conversation into the "Conversation" state??
<P>
<P>	if ( con != None )
