Dialog has already been read and has no failover but is also a single dialog
v DungeonCrawler.GameDialog.GetScript(NonPlayableCharacter nonPlayableCharacter, PlayerStoryIteration storyIteration)
v DungeonCrawler.LocalPlayerControlComponent.VerifyInteractDoesntNeedWaitForAllPlayers(NonPlayableCharacter npcCharacter)
v DungeonCrawler.LocalPlayerControlComponent.LookForInteractableItems_WorldCharacters(InteractType& bestInteraction, SimpleWorld gameWorld, NonPlayableCharacter& targetNpc, Single& distanceToTarget)
v DungeonCrawler.LocalPlayerControlComponent.LookForInteractableItems()
v DungeonCrawler.LocalPlayerControlComponent.Update(GameTime gameTime)
v Microsoft.Xna.Framework.Game.<.cctor>b__19(IUpdateable updateable, GameTime gameTime)
v Microsoft.Xna.Framework.Game.SortingFilteringCollection`1.ForEachFilteredItem[TUserData](Action`2 action, TUserData userData)
v DungeonCrawler.DungeonCrawlerGame.Update(GameTime gameTime)
v Microsoft.Xna.Framework.Game.Tick()
v Microsoft.Xna.Framework.SDL2_FNAPlatform.RunLoop(Game game)
v Microsoft.Xna.Framework.Game.Run()
v DungeonCrawler.Program.Main(String[] args)
OS Version
Microsoft Windows NT 6.2.9200.0