Loading npc from an event and passing to GameStatePlay
A dialog window shows up and then segfaults
using the following event in the map:
[event]
type=run_once
location=x,y,w,h
npc=someValidNPC
Removed some uneccessary code
Fix stupid typo
Added getID function to NPC Manager
Now loads correct NPC to speak
Only opens event dialogs once
But then they stay open forever, which is okay, but non-event NPC dialogs no longer check properly for walking away
If dialog window is completely closed, normal NPCs will regain normal walkaway behavior
If an event dialog is open, and then a map npc dialog is opened, the walkaway check performs normally.
Rewrite MapRenderer to not have an 'npc' variable.

Instead of this rewrite the variable could just have been
renamed to a more speaking name such as 'has_pending_npc_event'.