void   CActor::UpdateAvailableDialogs	(CPhraseDialogManager* partner)
{
	m_AvailableDialogs.clear();
	m_CheckedDialogs.clear();

	if(CInventoryOwner::m_known_info_registry->registry().objects_ptr())
	{
		for(KNOWN_INFO_VECTOR::const_iterator it = CInventoryOwner::m_known_info_registry->registry().objects_ptr()->begin();
			CInventoryOwner::m_known_info_registry->registry().objects_ptr()->end() != it; ++it)
		{
			//подгрузить кусочек информации с которым мы работаем
			CInfoPortion info_portion;
			info_portion.Load((*it).info_id);

			for(u32 i = 0; i<info_portion.DialogNames().size(); i++)
				AddAvailableDialog(*info_portion.DialogNames()[i], partner);
		}
	}

	//добавить актерский диалог собеседника
	CInventoryOwner* pInvOwnerPartner = smart_cast<CInventoryOwner*>(partner); VERIFY(pInvOwnerPartner);
	
	for(u32 i = 0; i<pInvOwnerPartner->CharacterInfo().ActorDialogs().size(); i++)
		AddAvailableDialog(pInvOwnerPartner->CharacterInfo().ActorDialogs()[i], partner);

	CPhraseDialogManager::UpdateAvailableDialogs(partner);
}
void   CActor::UpdateAvailableDialogs	(CPhraseDialogManager* partner)
{
    m_AvailableDialogs.clear();
    m_CheckedDialogs.clear();

    //добавить актерский диалог собеседника
    CInventoryOwner* pInvOwnerPartner = smart_cast<CInventoryOwner*>(partner);
    VERIFY(pInvOwnerPartner);

    for(u32 i = 0; i<pInvOwnerPartner->CharacterInfo().ActorDialogs().size(); i++)
        AddAvailableDialog(pInvOwnerPartner->CharacterInfo().ActorDialogs()[i], partner);

    CPhraseDialogManager::UpdateAvailableDialogs(partner);
}