<P>		// with is a Foe and this is a Third-Person conversation.
<P>		// If so, ABORT!
<P>		if ((!bForcePlay) && ((!con.bFirstPerson) && (ScriptedPawn(invokeActor) != None) && (ScriptedPawn(invokeActor).GetPawnAllianceType(Self) == ALLIANCE_Hostile)))
<P>			return False;
<P>
<P>		// If the player is involved in this conversation, make sure the
<P>		// scriptedpawn even WANTS to converse with the player.
<P>		//
<P>		// I have put a hack in here, if "con.bCanBeInterrupted"
<P>		// (which is no longer used as intended) is set, then don't
<P>		// call the ScriptedPawn::CanConverseWithPlayer() function
<P>
<P>		if ((!bForcePlay) && ((con.IsSpeakingActor(Self)) && (!con.bCanBeInterrupted) && (ScriptedPawn(invokeActor) != None) && (!ScriptedPawn(invokeActor).CanConverseWithPlayer(Self))))
<P>			return False;
<P>
<P>		// Hack alert!  If this is a Bark conversation (as denoted by the
<P>		// conversation name, since we don't have a field in ConEdit),
