cTerritory *region = cAllTerritories::getInstance()->region( pChar->pos.x, pChar->pos.y );
cTerritory *region = cAllTerritories::getInstance()->region( pChar->pos.x, pChar->pos.y, pChar->pos.map );
void signal_handler(int signal){	AllCharsIterator iter;	switch (signal)	{	case SIGHUP:                SrvParams->reload();                cNetwork::instance()->reload();                DefManager->reload();                SpawnRegions::instance()->reload();                cAllTerritories::getInstance()->reload();                Resources::instance()->reload();                MakeMenus::instance()->reload();                cCommands::instance()->loadACLs();                ScriptManager->reload();				ContextMenus::instance()->reload();				NewMagic->load();				// Update the Regions				for( iter.Begin(); !iter.atEnd(); iter++ )				{					P_CHAR pChar = iter.GetData();					if( pChar )					{						cTerritory *region = cAllTerritories::getInstance()->region( pChar->pos.x, pChar->pos.y );						pChar->setRegion( region );					}				}		break ;			case SIGUSR1:		Accounts::instance()->reload();		break ;	case SIGUSR2://		cwmWorldState->savenewworld(SrvParams->worldSaveModule());		SrvParams->flush();		break ;	case SIGTERM:		keeprun = 0 ;		break;	default:		break;	}}