void CDialogueManager::LoadDialogue(const char *szFilename)
{
	int scriptNum;
	int sentenceNum;
	int strLen;
	char* buffer;
	// Load in all the dialogue from file at beginning of game
	ifstream in;

	in.open(szFilename,ios_base::in | ios_base::binary);

	if( in.is_open() )
	{
		in.read((char*)&scriptNum,sizeof(int));

		for( int script = 0; script < scriptNum; script++ )
		{
			in.read((char*)&strLen,sizeof(int));
			buffer = new char[strLen+1];
			in.read(buffer,strLen);
			buffer[strLen] = '\0';
			string szName = buffer;
			CScript* newScript = new CScript(szName);

			delete[] buffer;

			in.read((char*)&sentenceNum,sizeof(int));
			for( int sentence = 0; sentence < sentenceNum; sentence++ )
			{
				in.read((char*)&strLen,sizeof(int));
				buffer = new char[strLen+1];
				in.read(buffer,strLen);
				buffer[strLen] = '\0';
				string szSentence = buffer;
				
				delete[] buffer;

				in.read((char*)&strLen,sizeof(int));
				buffer = new char[strLen+1];
				in.read(buffer,strLen);
				buffer[strLen] = '\0';
				string szTrigger = buffer;

				delete[] buffer;

				CSentence* newSentence = new CSentence(szSentence,szTrigger);
				if( strLen < 1 )
					newSentence->SetEventBool(false);
				else
					newSentence->SetEventBool(true);

				newScript->AddSentence(newSentence);
			}

			m_vScripts.push_back(newScript);
		}
	}

	in.close();
}