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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)