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14 <H1>[IRCServices Coding] 5.0.36 and Unreal</H1>
15 <B>Martin Pels</B>
16 <A HREF="mailto:ircservices-coding%40ircservices.za.net?Subject=%5BIRCServices%20Coding%5D%205.0.36%20and%20Unreal&In-Reply-To=E1BpZxT-0000Rm-0V%40anchor-post-31.mail.demon.net"
17 TITLE="[IRCServices Coding] 5.0.36 and Unreal">martinpels at hotmail.com
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19 <I>Wed Jul 28 02:36:48 PDT 2004</I>
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34 <PRE>On Tue, 2004-07-27 at 23:56, M wrote:
35 &gt;<i> Andrew Church wrote:
36 </I>&gt;<i> &gt; &gt;Hrm, sorry to throw the spanner into the works. What if the
37 </I>&gt;<i> &gt; Unreal dev
38 </I>&gt;<i> &gt; &gt;team suggested how this should work?
39 </I>&gt;<i> &gt;
40 </I>&gt;<i> &gt; Actually, what would be best from my perspective is if
41 </I>&gt;<i> &gt; someone--or even better, several someones--made their own
42 </I>&gt;<i> &gt; hacks to Services on their own network to do what they
43 </I>&gt;<i> &gt; thought was the &quot;right thing&quot;, and some sort of consensus
44 </I>&gt;<i> &gt; arose from there. (I often look to Services derivatives for
45 </I>&gt;<i> &gt; ideas as well; is anyone aware of a Services-like program
46 </I>&gt;<i> &gt; that does use the channel owner mode, and if so, how does it
47 </I>&gt;<i> &gt; use the mode?)
48 </I>&gt;<i>
49 </I>&gt;<i> Some time ago members of the Unreal time developed a derivative of
50 </I>&gt;<i> IRCServices called Daylight. This is likely the best package to dertermine
51 </I>&gt;<i> how the Unreal team thought the mode ought to work.
52 </I>&gt;<i>
53 </I>
54 As far as I can remember the +a mode didn't exist yet in Unreal when
55 Daylight was around.
56
57 &gt;<i> M.
58 </I>&gt;<i>
59 </I>&gt;<i>
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