You'll need a scene behavior that has a purpose of holding the current active actor, because an actor can not be stored in a GA. This behavior only needs an attribute of type-actor, (actorCurrent).
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You'll need a generic actor behavior that has a purpose of:
If [click on self] >(needs to be 'self', it refers to itself, the actor)
[For this scene, set (actorCurrent) to [self] for behavior] >([self] block is in scene->actor, or search 'self'?)
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For scene or actor behavior, depending on how you're setting up your game.
Whenever you want to give an action to the current active actor, such as set x-speed:
Set [x-speed] to 10 for [For this scene, get (actorCurrent) from behavior]
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Again, this all depends on how you're coding it. From what I read recently, you don't seem to need the actor at all. You just want a boolean to indicate if it is active.
Let me know how it goes for you.
EDIT: Yes, if your draw text or print actorCurrent, you get the ActorType. But if you use actorCurrent as an actor, it will refer to the actor that gave the value(actor/self).