There is an event.entity, which (I think) refers to the entity which was "spoken to".
So you could go like this your system code:
int entity_speed[256];
void EntityPause(int ent)
{
if (entity.speed[ent])
{
entity_speed[ent] = entity.speed[ent];
entity.speed[ent] = 0;
}
}
void EntityUnpause(int ent)
{
if (entity_speed[ent])
{
entity.speed[ent] = entity_speed[ent];
entity_speed[ent] = 0;
}
}
Using functionality in your map event:
void TalkToSomeDude()
{
EntityPause(event.entity);
Textbox("blah blah blah");
EntityUnpause(event.entity);
}