Updated ReST documentation.
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@ -52,9 +52,9 @@ function on the database model or if it in fact sat on the script parent
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By contrast, a typeclass is a normal python class that inherits from the
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*!TypeClass* parent. There are no other required functions to define.
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This class uses **getattribute** and **setattr** transparently behind
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the scenes to store data onto the persistent django object. Also the
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django model is aware of the typeclass in the reverse direction. The
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This class uses **\ getattribute\ ** and **\ setattr\ ** transparently
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behind the scenes to store data onto the persistent django object. Also
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the django model is aware of the typeclass in the reverse direction. The
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admin don't really have to worry about this connection, they can usually
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consider the two objects (typeclass and django model) to be one.
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@ -74,14 +74,15 @@ Command functions + !StateCommands-> Command classes + CmdSets
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--------------------------------------------------------------
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In trunk, there was one default group of commands in a list
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GLOBAL*CMD*TABLE. Every player in game used this. There was a second
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dictionary GLOBAL*STATE*TABLE that held commands valid only for certain
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*states* the player might end up in - like entering a dark room, a text
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editor, or whatever. The problem with this state system, was that it was
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limited in its use - every player could ever only be in one state at a
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time for example, never two at the same time. The way the system was set
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up also explicitly made states something unique to players - an object
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could not offer different commands dependent on its state, for example.
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GLOBAL\ *CMD*\ TABLE. Every player in game used this. There was a second
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dictionary GLOBAL\ *STATE*\ TABLE that held commands valid only for
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certain *states* the player might end up in - like entering a dark room,
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a text editor, or whatever. The problem with this state system, was that
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it was limited in its use - every player could ever only be in one state
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at a time for example, never two at the same time. The way the system
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was set up also explicitly made states something unique to players - an
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object could not offer different commands dependent on its state, for
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example.
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In devel, *every* command definition is grouped in what's called a
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*!CmdSet* (this is, like most things in Devel, defined as a class). A
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@ -319,7 +320,7 @@ where it might be unclear if you receive a session or a player object
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(especially during login/logout), you can now use simply use ``msg()``
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without having to check (however, you *can* still use ``emit_to`` for
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legacy code, it's an alias to msg() now). Same is true with
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emit*to*contents() -> msg*to*contents().
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emit\ *to*\ contents() -> msg\ *to*\ contents().
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``source_object`` in default commands are now consistently named
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*caller* instead.
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