CTCP Responses to [IRC VERSION]

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thet0kra
Posts: 3
Joined: Tue Aug 03, 2004 10:38 am

CTCP Responses to [IRC VERSION]

Post by thet0kra »

I have been looking around the code base trying to get some idea of how the VERSION on connect is handled in Unreal.
I have found the area that sends the \1VERSION\1 however I have been unable to find the code that handles the reply from the client to the server ("IRC" User?) and then checks it against the BAN_VERSION stuff.

Can anyone point me in the right direction....

Ty in advance.

L.

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Isnt the world such a crazy place !
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AngryWolf
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Location: Hungary
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Post by AngryWolf »

Modifying UnrealIRCd is not supported. I wrote the explanations earlier in the Halfops topic.
thet0kra
Posts: 3
Joined: Tue Aug 03, 2004 10:38 am

Post by thet0kra »

I see why you think I am interested in modifying the code base of Unreal however I am actually trying to identify the code and working out if a module could be coded to do the things I am looking to do.
This is specifically to do with the blite that is called XDCC Catcher and the now brilliant way to detect catch and remove it.
I have a good knowledge of C but still find it hard to locate a piece of code that I dont know the structure for.
Im not looking into trying to claim support after modifying the code base I am asking those who wrote the code to help me along in my module writing development.. Noted...Maybe this should be in the modules section then ?

Thanks

L.
Syzop
UnrealIRCd head coder
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Post by Syzop »

You'll need to add a command override for 'NOTICE'[*] to catch ctcp replies(/anything) sent to the 'IRC' user since it's handled seperately by the webtv layer. This is pretty easy to do.

([*] or PRIVMSG if you wanna catch some kind of privmsg of course)[/size]
thet0kra
Posts: 3
Joined: Tue Aug 03, 2004 10:38 am

Post by thet0kra »

Doh....thanks Syzop

One file i steared clear of in my search :p
Gonna give this a try.
Thanks again.

L.
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