Sorry for the late reply, I use version 3.5.0. I tried adding an IsKeyPressed() to the rep exec always, but it seems to be a bit buggy. Even when it does pause the game, clicking the mouse still triggers the Saying function when it's in a cutscene (ie when there's multiple lines "queued" or when the player goes to a different room right after the dialogue).
I like the pressed key code return value idea, but I'm currently a bit wary of using 3.6.0 on my game when it's in beta, so I think I will put this issue in the backburner of my game's todo list until the 3.6.0 official release.
I like the pressed key code return value idea, but I'm currently a bit wary of using 3.6.0 on my game when it's in beta, so I think I will put this issue in the backburner of my game's todo list until the 3.6.0 official release.