rbreslow / speak

A full featured chatbox addon for Garry's Mod.
GNU Affero General Public License v3.0
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Determine what to do with ChatText filters #14

Open rbreslow opened 4 years ago

rbreslow commented 4 years ago

Right now, we are just doing a blanket add of everything that comes from the GM:ChatText hook:

hook.Add("ChatText", "speak.chattext", function(_, _, text, _)
  chat.AddText(text)
end)

This gives us the benefit of retaining vanilla join messages, etc. However, it falls short when DarkRP does this:

https://github.com/FPtje/DarkRP/blob/fd95cf68e6a01a1b0522c4a989d4512fc0fb202d/gamemode/modules/chat/cl_chat.lua#L37

Which causes us to double print certain DarkRP-related chat messages. If DarkRP does this, then other gamemodes might do this as well.

Exsto simply ignores everything that isn't of type none:

https://github.com/prefanatic/exsto/blob/fcbf79c7f1ef5d84fe6fb57738ca3f4747ccd866/lua/exsto/plugins/more/sh_chat.lua#L197

Should we do that? Or, should we try to selectively add all of the regular messages? Will that conflict with custom join/leave messages of various admin mods?