output = output + " SILENCE=999";
}
- virtual int OnUserPreNotice(userrec* user,void* dest,int target_type, std::string &text)
+ virtual int OnUserPreNotice(userrec* user,void* dest,int target_type, std::string &text, char status)
{
// im not sure how unreal's silence operates but ours is sensible. It blocks notices and
// privmsgs from people on the silence list, directed privately at the user.
return 0;
}
- virtual int OnUserPreMessage(userrec* user,void* dest,int target_type, std::string &text)
+ virtual int OnUserPreMessage(userrec* user,void* dest,int target_type, std::string &text, char status)
{
- if (target_type == TYPE_USER)
- {
- userrec* u = (userrec*)dest;
- silencelist* sl = (silencelist*)u->GetExt("silence_list");
- if (sl)
- {
- for (silencelist::const_iterator c = sl->begin(); c != sl->end(); c++)
- {
- irc::string listitem = c->c_str();
- irc::string target = user->nick;
- if (listitem == target)
- {
- return 1;
- }
- }
- }
- }
- return 0;
+ return OnUserPreNotice(user,dest,target_type,text,status);
}
virtual ~ModuleSilence()