The player-side companion hold: occupies voice+attention on the driver
so "X is deep in conversation" is observable from the player's side
too and the player is genuinely occupied. Carries no logic — the
DialogueConversation drives everything; this just holds slots
and tears the conversation down if the player Stuff is destroyed.
The player-side companion hold: occupies voice+attention on the driver so "X is deep in conversation" is observable from the player's side too and the player is genuinely occupied. Carries no logic — the DialogueConversation drives everything; this just holds slots and tears the conversation down if the player Stuff is destroyed.