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; } }