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-rw-r--r--src/protocol/unreal31.c15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/protocol/unreal31.c b/src/protocol/unreal31.c
index 08781ca0f..77fcab38a 100644
--- a/src/protocol/unreal31.c
+++ b/src/protocol/unreal31.c
@@ -6,8 +6,8 @@
* Please read COPYING and README for further details.
*
* Based on the original code of Epona by Lara.
- * Based on the original code of Services by Andy Church.
- *
+ * Based on the original code of Services by Andy Church.
+ *
*
*/
@@ -691,7 +691,7 @@ void unreal_cmd_protoctl()
{
/*
See Unreal's protoctl.txt for reference
- VHP - Send hostnames in NICKv2 even if not sethosted
+ VHP - Send hostnames in NICKv2 even if not sethosted
*/
send_cmd(NULL, "PROTOCTL NICKv2 VHP");
}
@@ -1191,10 +1191,10 @@ int anope_event_nick(char *source, int ac, char **av)
if (ac != 2) {
if (ac == 7) {
- /*
+ /*
<codemastr> that was a bug that is now fixed in 3.2.1
<codemastr> in some instances it would use the non-nickv2 format
- <codemastr> it's sent when a nick collision occurs
+ <codemastr> it's sent when a nick collision occurs
- so we have to leave it around for now -TSL
*/
do_nick(source, av[0], av[3], av[4], av[5], av[6],
@@ -1435,7 +1435,7 @@ void unreal_cmd_global_legacy(char *source, char *fmt)
send_token("GLOBOPS", "]"), fmt);
}
-/*
+/*
1 = valid nick
0 = nick is in valid
*/
@@ -1554,7 +1554,7 @@ void moduleAddAnopeCmds()
pmodule_set_umode(unreal_set_umode);
}
-/**
+/**
* Now tell anope how to use us.
**/
int AnopeInit(int argc, char **argv)
@@ -1586,6 +1586,7 @@ int AnopeInit(int argc, char **argv)
pmodule_limit_mode(CMODE_l);
moduleAddAnopeCmds();
+ pmodule_ircd_proto(&ircd_proto);
moduleAddIRCDMsgs();
return MOD_CONT;