This page is about the game mechanic of in-game cutscenes. For the data structure, see Sly 1:DIALOG.
Dialogues (or dialogs) are in-game cutscenes where one or more characters have speaking lines. These most commonly refer to Bentley cutscenes over the binoc-u-com, but they are also used for things like PA announcements in the hub maps.
When a dialog trigger is entered, it calls TriggerDialog with a pointer to the DIALOG struct. This funcion does some checks to make sure the DIALOG can be played, and then calls SetDialogDialogs to set the DIALOG state to either DIALOGS::Triggered or DIALOGS::UnableToCall.