<P>		conPlay.SetInitialRadius(VSize(Location - invokeActor.Location));
<P>
<P>		// If this conversation was invoked with IM_Named, then save away
<P>		// the current radius so we don't abort until we get outside
<P>		// of this radius + 100.
<P>		if ((invokeMethod == IM_Named) || (invokeMethod == IM_Frob))
<P>		{
<P>			conPlay.SetOriginalRadius(con.radiusDistance);
<P>			con.radiusDistance = VSize(invokeActor.Location - Location);
<P>		}
<P>
<P>		// If the invoking actor is a ScriptedPawn, then force this person
<P>		// into the conversation state
<P>		if ((!bForcePlay) && (ScriptedPawn(invokeActor) != None ))
<P>			ScriptedPawn(invokeActor).EnterConversationState(con.bFirstPerson, bAvoidState);
<P>
<P>		// Do the same if this is a DeusExDecoration
<P>		if ((!bForcePlay) && (DeusExDecoration(invokeActor) != None ))
