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Change-Id: Id556c0d11cf5f79659d8350952ce1c014d81ea44
diff --git a/doc/lfun/catch_tell b/doc/lfun/catch_tell
index b64832b..ff4e030 100644
--- a/doc/lfun/catch_tell
+++ b/doc/lfun/catch_tell
@@ -1,25 +1,36 @@
+
catch_tell()
+************
-SYNOPSIS:
- void catch_tell(string)
-DESCRIPTION:
- When a message is sent to a noninteractive player, via say(),
- tell_object, tell_room(), printf() or write(), it will get to the
- function catch_tell(string). This will enable communications between
- NPCs and from a player to an NPC.
+SYNOPSIS
+========
- Also, if an interactive object is being shadowed and the
- shadow has catch_tell() defined, it will receive all output
- that would otherwise be written to the user.
+ void catch_tell(string)
- If a message is sent by an interactive object, catch_tell() is
- not called in that object, to prevent recursive calls. Thus
- catch_tell() in interactive objects can be used to filter the
- output that goes to the users.
- The efun shout() sends to interactive objects only.
+DESCRIPTION
+===========
-SEE ALSO:
- enable_commands(E), say(E), tell_object(E), tell_room(E),
- write(E), catch_msg(L)
+ When a message is sent to a noninteractive player, via say(),
+ tell_object, tell_room(), printf() or write(), it will get to the
+ function catch_tell(string). This will enable communications between
+ NPCs and from a player to an NPC.
+
+ Also, if an interactive object is being shadowed and the
+ shadow has catch_tell() defined, it will receive all output
+ that would otherwise be written to the user.
+
+ If a message is sent by an interactive object, catch_tell() is
+ not called in that object, to prevent recursive calls. Thus
+ catch_tell() in interactive objects can be used to filter the
+ output that goes to the users.
+
+ The efun shout() sends to interactive objects only.
+
+
+SEE ALSO
+========
+
+ enable_commands(E), say(E), tell_object(E), tell_room(E),
+ write(E), catch_msg(L)