Open rbreslow opened 4 years ago
Right now, we are just doing a blanket add of everything that comes from the GM:ChatText hook:
GM:ChatText
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:
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?
Right now, we are just doing a blanket add of everything that comes from the
GM:ChatText
hook: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?