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. 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)