Esempio n. 1
0
static void SigHandler(int Sig) {

   signal(Sig,SigHandler);

   if (Sig == SIGINT) {
      if (SigIntQuit) {
         Quit("%s received",SignalName[Sig]);
      } else {
         ForceMove();
      }
      return;
   }

   if (SignalName[Sig] != NULL) {
      Warning("%s received",SignalName[Sig]);
   } else {
      Warning("Signal #%d received",Sig);
   }

   switch (Sig) {
   case SIGABRT :
   case SIGILL  :
   case SIGSEGV :
   case SIGTERM :
      Quit("%s received",SignalName[Sig]);
      break;
   }
}
void CNPC_SO_BaseZombie::NPCThink( void )
{
	BaseClass::NPCThink();

	// Add a custom rally point entity for NPC spawners
	if ( m_bShouldMoveTowardsRallyPoint )
	{
		if ( m_RallyPoint )
		{
			Vector forward;
			Vector vecGoal = m_RallyPoint->GetAbsOrigin();
			ForceMove( vecGoal, forward, true );
		}
		
		// Either we have a rally point and are now moving to it or we don't
		// In either case, we're done searching
		m_bShouldMoveTowardsRallyPoint = false;
	}
}