Does UnrealIRCD3.2 have "local" channel support? By that I mean channels whose names are prefixed with ampersands instead of hashmarks (e.g. &channel, not #channel) that exist only on the server that they were created on? In other words, if I have two linked servers, A and B, and if I connect to server A and /JOIN &channel, and someone else connects to server B and /JOIN &channel, we will NOT be able to see or talk to each other on that channel. Instead, we both need to be on the same server (either A or B) and only then /JOIN &channel.
For a "demo" of this feature, try EFNet, which seems to support local channels.
If yes, which include do I need to modify in order to enable that feature? So far I have only been able to change the output of /VERSION.
Thanks for your time and my sincerest apologies if this has been asked before. Trust me, I looked.