From the NannyMUD documentation

LAST CHANGE

2000-12-15

FUNCTION


NAME

        catch_tell - receive a message

LOCATION

	Only called in non-interactive (NPC) living objects.

SYNTAX

	void catch_tell(string str);

DESCRIPTION

	When a message is sent to a non-interactive living object, via
	say, tell_object, tell_room, or write, it will be passed to the
	function catch_tell() in that object.

	If an interactive user is being shadowed and the shadow defines
	catch_tell(), then that shadow will receive all information
	sent to the player.

	If a message is sent by an interactive object, catch_tell() is 
	not called called in that object, to prevent recursive calls.  Thus
	catch_tell() in interactive users can be used to filter the output
	that goes to the users.

	The efun shout() sends to interactive users only.

NOTE

	Only strings are passed to catch_tell().  One need never worry about
	the argument being 0.

NOTE

	It is sometimes helpful to be reminded that the \n of messages is
	sent as well.

SEE ALSO

        enable_commands in efun/object_related/enable_commands

SEE ALSO

        say in sfun/say

SEE ALSO

        tell_object in efun/object_related/tell_object

SEE ALSO

        write in efun/object_related/write

SEE ALSO

        tell_room in efun/object_related/tell_room