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Fixed protoctl parsing on Unreal + fix SendLogout now the usage has changed
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@@ -348,11 +348,8 @@ class UnrealIRCdProto : public IRCDProto
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void SendLogout(User *u) anope_override
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{
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if (!Capab.count("ESVID"))
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{
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const BotInfo *ns = findbot(Config->NickServ);
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ircdproto->SendMode(ns, u, "+d 1");
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}
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const BotInfo *ns = findbot(Config->NickServ);
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ircdproto->SendMode(ns, u, "+d 0");
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}
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void SendChannel(Channel *c) anope_override
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@@ -497,9 +494,9 @@ class ChannelModeUnrealSSL : public ChannelMode
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}
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};
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struct IRCDMessageCapab : IRCDMessage
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struct IRCDMessageCapab : CoreIRCDMessageCapab
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{
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IRCDMessageCapab() : IRCDMessage("PROTOCTL", 0) { SetFlag(IRCDMESSAGE_SOFT_LIMIT); }
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IRCDMessageCapab() : CoreIRCDMessageCapab("PROTOCTL") { }
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bool Run(MessageSource &source, const std::vector<Anope::string> ¶ms) anope_override
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{
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@@ -648,7 +645,7 @@ struct IRCDMessageCapab : IRCDMessage
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}
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}
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return true;
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return CoreIRCDMessageCapab::Run(source, params);
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}
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};
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@@ -1089,7 +1086,6 @@ class ProtoUnreal : public Module
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/* Core message handlers */
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CoreIRCDMessageAway core_message_away;
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CoreIRCDMessageCapab core_message_capab;
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CoreIRCDMessageError core_message_error;
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CoreIRCDMessageJoin core_message_join;
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CoreIRCDMessageKick core_message_kick;
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