Asia Studios Massage

Need help..Im out of a job..

pilot123

New member
Jan 25, 2010
21
0
0
It might be helpful to post what you did before, or what you want to do. Plus where you're willing to travel to.
 

Jefferton

New member
Oct 29, 2010
22
0
1
Not sure what you're looking for. All I can give is simple advice:
- Don't give up. Don't give up. Don't give up.
- Keep your resume and cover letter up to date and simple. Look at templates/examples online or in Microsoft Word.
- Get used to talking to people and giving detailed answers.
- If an employer tells you "tell me about yourself", reply with "what would you like to know?". It's better than a story about your life and taking the chance that he/she won't get bored. In addition, it's easier to concentrate on specific answers.
- Don't work for less than what you're worth because of the "recession". The world will always experience economic downturns; it's just something that will always happen when the world relies on money. Working for less than you're worth won't give you a magical job that feels like a dream.
- If a friend can refer you to a job you like, use it!

That's all I can think of for now.
 

rateyourescort

New member
Sep 15, 2010
56
0
0
Calgary
www.rateyourescort.org
Try online job boards, Craigslist. That has always worked for me for temporary jobs, which eventually turned out to be interesting gigs. A few low-ballers but you can ignore those...

And... I'd do 30-40 applications if you want something really soon! :)

Crap..I'm unemployed and looking for work..Im out looking for something in my chosen field but was wondering if any of my fellow terbites know or have anything temporary?
 

footcuckoldlooer

New member
Oct 14, 2010
166
2
0
LOL ... My business model is to target a niche. I mean anyone can come out and be an escort. If I need to stand out I have to be special.
 

maxgroove

Active member
Oct 6, 2002
393
105
43
Toronto East-Scarborough
My career is in occupational health and safety..I am qualified and capable to manage WSIB claims, health and safety training,WHMIS,Reach and Counter Balance training, disability management etc..

I am also available to consult in any health and safety or WSIB issues..
 

Thunderballs

New member
Sep 18, 2002
2,098
13
0
Toronto
Did you hobby away your severance package already? In that field, it should not take you long. Aside from using a job board like workopolis (post your resume on it as well as look on there actively), search company websites like Ontario Hydro, etc. as well since a lot of companies only post on their own website. Put your name in with a couple of search firms as well. Good luck.
 

justchecking

Member
Sep 17, 2005
171
0
16
My career is in occupational health and safety..I am qualified and capable to manage WSIB claims, health and safety training,WHMIS,Reach and Counter Balance training, disability management etc..

I am also available to consult in any health and safety or WSIB issues..
With all these experiences you have under your belt, why don't you go start your own company in consulting in the WorkPlace safety and similar field that involve with WSIB claims and assistance?? Small to medium size manufacturing businesses can use your knowledge to imporve workplace safety, which most employer negliecting (sp?) these days....
 

HOCKEY_GOD

Banned
Oct 13, 2009
465
0
0
THE OCEAN
My career is in occupational health and safety..I am qualified and capable to manage WSIB claims, health and safety training,WHMIS,Reach and Counter Balance training, disability management etc..

I am also available to consult in any health and safety or WSIB issues..
Post your resume on here... it just may work. Good luck bro!
 

oil&gas

Well-known member
Apr 16, 2002
14,543
2,432
113
Ghawar
Well, I am working as a part time male escort to help pay off my line of credit. Want to join me?
Out of curiosity can I ask if you offer MSOG to your (female) clients in a half-hour to
one-hour session? If you do how many clients you can serve per day?
 

footcuckoldlooer

New member
Oct 14, 2010
166
2
0
My career is in occupational health and safety..I am qualified and capable to manage WSIB claims, health and safety training,WHMIS,Reach and Counter Balance training, disability management etc..

I am also available to consult in any health and safety or WSIB issues..
A female client of mine bit my dick and its still bleeding since 10:00PM. You think you can help me file my case?
 

footcuckoldlooer

New member
Oct 14, 2010
166
2
0
Out of curiosity can I ask if you offer MSOG to your (female) clients in a half-hour to
one-hour session? If you do how many clients you can serve per day?
Of course I offer MSOG, I am young and have a very very short recovery time. However, my load does get smaller and smaller. I just hope my clients don't tip me on how big my load is at the end of session after several rounds.

Wait wait ... I think there is a formula to calculate this!!!

struct QuartSolution{ //solutions to quart!
var float u[4];
};

//quadratic solver (using everybody's favorite algebra formula)
static function calculateQuadRoots(float a, float b, float c, out QuartSolution Q){
local float sqterm;
sqterm = b*b - 4*a*c;
if (sqterm<0){ //imaginary root. return t=1
Q.u[0]=-1;
Q.u[1]=-1;
}
else{
sqterm=sqrt(sqterm);
a*=2;
b*=-1;
Q.u[0]=(b+sqterm)/(a);
Q.u[1]=(b-sqterm)/(a);
}
}

//Solve a 4th Degree Polynomial (Quartic) equation for 0s.
//taken from a javascript webpage (Explicitly states in source that source may be reused in any way)
//uses the quartic formula! :)
static function calculateQ(float aq, float bq, float cq, float dq, float eqin, out QuartSolution Q){
local float eq;
local float fq;
local float gq;
//local float hq;


// These are the squares of the local floatiables used to calculate the 4 roots-->
local float kq;
local float lq;
local float mq;
local float nq;
local float mq2;

local float compsw;
local float kqsw;
local float lqsw;
local float mqsw;

// Switch used in calculating REAL quartic roots)-->
local float sw;

// local floatiables for calculating REAL quartic roots)-->

local float kans;
local float lans;
local float theta;


local float x1;
local float x2;
local float x3;
local float x4;

local float x2a, x2b, x2c, x2d;
//local float x1b, x1b2, x2b2, x3b, x3b2, x4b, x4b2;
//more:
local float dnm;
local float a, b, c, d, f, g, h, k, m, m2,n,n2,r,rc;
local float calcy, calcp, calcr, calcq, calcx, calcmod;
local float dnmsw;
local int i;

// the 'q' suffix denotes local floatiables used in the quartic equation
for (i=0;i<4;i++)
Q.u=-1.0; //set to complex solutions
compsw=0;
kqsw=0;
lqsw=0;
mqsw=0;
dnmsw=0;
sw=0;


dnm=aq; //note: this assumes aq is non-zero. Of course it should be (eval 0.25g!)

//Simplifying by dividing all terms by the aq term called 'dnm' meaning denominator
aq=bq/dnm;
bq=cq/dnm;
cq=dq/dnm;
dq=eqin/dnm;
//Which yields an equation of the form X^4 + AX^3 + BX^2 + CX + D = 0

eq= bq-((3*aq*aq)/8);
fq= cq+ (aq*aq*aq/8) -(aq*bq/2);
gq= dq- (3*aq*aq*aq*aq/256) + (aq*aq*bq/16) - (aq*cq/4);

// SOLVING THE RESULTANT CUBIC EQUATION
// EVALUATING THE 'f'TERM

a=1; b=eq/2; c=((eq*eq)-(4*gq))/16; d= ((fq*fq)/64)*-1;

f = (((3*c)/a) - (((b*b)/(a*a))))/3;
//EVALUATING THE 'g'TERM

g = ((2*((b*b*b)/(a*a*a))-(9*b*c/(a*a)) + ((27*(d/a)))))/27;

//EVALUATING THE 'h'TERM
h = (((g*g)/4) + ((f*f*f)/27));
if (h > 0){
compsw=2;
m = (-(g/2)+ (sqrt(h)));
// K is used because math.pow cannot compute negative cube roots?
k=1;
if (m < 0) k=-1;
else k=1;
m2 = ((m*k)**(1.0/3.0));

m2 = m2*k;
k=1;
n = (-(g/2)- (sqrt(h)));
if (n < 0)
k=-1;
else
k=1;

n2 = (n*k)**(1.0/3.0);
n2 *=k;
k=1;
kq= ((m2 + n2) - (b/(3*a)));
kq=sqrt(kq);
// ((S+U) - (b/(3*a)))
calcmod= sqrt((-1*(m2 + n2)/2 - (b/(3*a)))*(-1*(m2 + n2)/2 - (b/(3*a))) + (((m2 - n2)/2)*sqrt(3))*(((m2 - n2)/2)*sqrt(3)));
calcy=sqrt((calcmod-(-1*(m2 + n2)/2 - (b/(3*a))))/2);
calcx=(((m2 - n2)/2)*sqrt(3))/(2*calcy);
calcp=calcx+calcy;
calcq=calcx-calcy;
calcr=kq;

nq=(aq/4);
x1=kq+calcp+calcq-nq;
x4=kq-calcp-calcq-nq;


Q.u[0]=-x1; //appearently was incorrect by a factor of -1
Q.u[1]=-1; //complex
Q.u[2]=-1; //complex
Q.u[3]=-x4;
}


// FOR H < 0

if (h<=0){
r = sqrt((g*g/4)-h);
k=1;

if (r<0)
k=-1;
// rc is the cube root of 'r'

rc = ((r*k)**(1.0/3.0))*k;
k=1;
theta =acos((-g/(2*r)));

kq= (2*(rc*cos(theta/3))-(b/(3*a)));

x2a=rc*-1;
x2b= cos(theta/3.0);
x2c= sqrt(3)*(sin(theta/3));
x2d= (b/3.0*a)*-1;

lq=(x2a*(x2b + x2c))-(b/(3*a));

mq=(x2a*(x2b - x2c))-(b/(3*a));

nq=(aq/4.0);
}

if (h<=0){

// psudo-fix 0 bug.. not the best.. but works
if (abs(kq)<1.0/(10000.0))
kq=0;
if (abs(lq)<1.0/(10000.0))
lq=0;
if (abs(mq)<-1.0/(10000.0))
mq=0;
if (kq<0) {return;} else {kq=sqrt(kq);}
if (lq<0) {return;} else {lq=sqrt(lq);}
if (mq<0) {return;} else {mq=sqrt(mq);}

if (kq*lq>0){mq2=((fq*-1)/(8*kq*lq));kans=kq;lans=lq;}
if (kq*mq>0){mq2=((fq*-1)/(8*kq*mq));kans=kq;lans=mq;}
if (lq*mq>0){mq2=((fq*-1)/(8*lq*mq));kans=lq;lans=mq;}




if (compsw==0){
x1=kans+lans+mq2-nq;
Q.u[0]=x1;
x2=kans-lans-mq2-nq;
Q.u[1]=x2;
x3=(kans*-1)+lans-mq2-nq;
Q.u[2]=x3;
x4=(kans*-1)-lans+mq2-nq;
Q.u[3]=x4;
}
}
}

/*Calculate aiming ideal rotation for firing a projectile at a potentially moving target (assumes pawn physics)
IN:
-StartLoc = world location where projectile is starting at
-EndLoc = world Location we wish to Target (should lie in the targetted actor)
-ProjSpeed = speed of the projectile being fired
-Gravity = a vector describing the gravity
-Target = the actual targetted ACTOR
-bLeadTarget = Can we track the target? (the entire point of this function)
OUT:
-dest: Location where the projectile will collide with Target
-returns vector describing direction for projectile to leave at
*/
static function vector GetShootVect(vector StartLoc, vector EndLoc, float ProjSpeed, vector Gravity, actor Target, bool bLeadTarget, out vector Dest)
{
local QuartSolution Q;
local float best, speed2D, HitTime;
local vector Pr;
local int i;
local vector HitNorm, HitLoc;
local vector D; //EndLoc-StartLoc
local vector V; //Target.velocity

D = EndLoc-StartLoc;
V = Target.Velocity;
//track falling actors
if (bLeadTarget && Target.Physics==Phys_Falling){
calculateQuadRoots(V dot V - ProjSpeed*ProjSpeed,
2*(V dot D),D dot D,Q); //use quadratic formula
for (i=0;i<2;i++)
if (best<=0||(q.u>0 && q.u<best))
best=q.u;
Pr = normal(D/best + V)*ProjSpeed;
if (best<=0 || Target.Trace(HitLoc,HitNorm,EndLoc+V*best+0.5*Gravity*best
*best,EndLoc+vect(1,1,0)*V*best) == none){
//will be falling:
Dest = StartLoc + PR*best+0.5*Gravity*best*best;
return normal(PR)*ProjSpeed;
}
else if (best>0) //determine how long actor will be in air
HitTime = vsize(HitLoc - (EndLoc+vect(1,1,0)*V*best))/vsize(vect(0,0,1)*V*best+0.5*Gravity*best);
else
HitTime = 0; //assume most time not in air?
}

//ASSUME GROUND TRACKING
if (bLeadTarget && Target.Physics==Phys_Falling){ //trace down from target to get ground normal
Target.Trace(HitLoc,HitNorm,EndLoc+normal(Gravity)*5000,EndLoc);
D.z=HitLoc.z-StartLoc.Z; //set destination.z to floor, wipe out velocity.z and re-eval assuming ground
V.z=0; //no longer falling - view velcocity in 2D
if (HitTime>0.5){ //True if likely in air most of time (in which case keep current V.X and V.y)
V.z -= HitNorm.Z * (V dot HitNorm);
}
else{ //otherwise alter all of velocity vector, but keep current 2D speed
speed2D = vsize(V);
V=normal(V)*speed2D; //assume the same x and y speed if in air most time
V -= HitNorm * (V dot HitNorm); //recalculate players velocity on a slope using hitnormal (assumes v.x and v.y is "ground speed")
V=normal(V)*speed2D; //assume the same x and y speed if in air most time
}
}
//todo: add traces to check side walls?
//note: walking velocity *should* factor in current slope
best=0;
if (bLeadTarget && V!=vect(0,0,0)){
calculateQ(0.25*(Gravity dot Gravity),(-Gravity) dot V,(-Gravity) dot D +
V dot V - ProjSpeed*ProjSpeed,2*(V dot D),D dot D,Q);
for (i=0;i<4;i++)
if (best<=0||(q.u>0 && q.u<best))
best=q.u;
}
else{ //don't lead. assume stationary target
calculateQuadRoots(0.25*(Gravity dot Gravity),(-Gravity) dot D - ProjSpeed*ProjSpeed,D dot D,Q);
for (i=0;i<2;i++)
if (best<=0||(q.u>0 && q.u<best))
best=q.u;
if (best>0)
best=sqrt(best);
}

if (best<=0){ //projectile is out of range
//Warning: Out of range adjustments assume gravity is parallel to the z axis and pointed downward!!
Pr.z =ProjSpeed/sqrt(2.0); //determine z direction of firing
best = -2*Pr.z/Gravity.z;
best+=(vsize(D)-pr.Z*best)/ProjSpeed; //note p.z = 2D vsize(p) (this assumes ball travels in a straight line after bounce)
//now recalculate PR to handle velocity prediction (so ball at least partially moves in direction of player)
Pr = D/best + V - 0.5*Gravity*best;
//now force maximum height again:
Pr.z=0;
Pr = (ProjSpeed/sqrt(2.0))*normal(Pr);
Pr.z = ProjSpeed/sqrt(2.0); //maxmimum
Dest = StartLoc + PR*best+0.5*Gravity*best*best;
return Pr;
}

Pr = normal(D/best + V - 0.5*Gravity*best)*ProjSpeed;

Dest = StartLoc + PR*best+0.5*Gravity*best*best;
return Pr;
}

That's to calculate if I can give her a facial while she's running around the hotel room. Big tips if I can shoot it in her eye or up her nostrils :p
 

night ride

Active member
Jul 23, 2009
3,448
5
38
If the current search isn't proving fruitful, don't give up. But, without giving up, why not look at doing a job that will pay a few bills and give you different experiences. I'm talking about jobs you may have previously turned your nose up at such as driving a school bus,...........or come to think of it maybe a driver for SP's?
 

big.guy_13

Just show me the boobs.
Feb 4, 2010
631
0
0
Too complicated.

I think there is a formula to calculate this!!!

struct QuartSolution{ //solutions to quart!
var float u[4];
};

//quadratic solver (using everybody's favorite algebra formula)
static function calculateQuadRoots(float a, float b, float c, out QuartSolution Q){
local float sqterm;
sqterm = b*b - 4*a*c;
if (sqterm<0){ //imaginary root. return t=1
Q.u[0]=-1;
Q.u[1]=-1;
}
else{
sqterm=sqrt(sqterm);
a*=2;
b*=-1;
Q.u[0]=(b+sqterm)/(a);
Q.u[1]=(b-sqterm)/(a);
}
}

//Solve a 4th Degree Polynomial (Quartic) equation for 0s.
//taken from a javascript webpage (Explicitly states in source that source may be reused in any way)
//uses the quartic formula! :)
static function calculateQ(float aq, float bq, float cq, float dq, float eqin, out QuartSolution Q){
local float eq;
local float fq;
local float gq;
//local float hq;


// These are the squares of the local floatiables used to calculate the 4 roots-->
local float kq;
local float lq;
local float mq;
local float nq;
local float mq2;

local float compsw;
local float kqsw;
local float lqsw;
local float mqsw;

// Switch used in calculating REAL quartic roots)-->
local float sw;

// local floatiables for calculating REAL quartic roots)-->

local float kans;
local float lans;
local float theta;


local float x1;
local float x2;
local float x3;
local float x4;

local float x2a, x2b, x2c, x2d;
//local float x1b, x1b2, x2b2, x3b, x3b2, x4b, x4b2;
//more:
local float dnm;
local float a, b, c, d, f, g, h, k, m, m2,n,n2,r,rc;
local float calcy, calcp, calcr, calcq, calcx, calcmod;
local float dnmsw;
local int i;

// the 'q' suffix denotes local floatiables used in the quartic equation
for (i=0;i<4;i++)
Q.u=-1.0; //set to complex solutions
compsw=0;
kqsw=0;
lqsw=0;
mqsw=0;
dnmsw=0;
sw=0;


dnm=aq; //note: this assumes aq is non-zero. Of course it should be (eval 0.25g!)

//Simplifying by dividing all terms by the aq term called 'dnm' meaning denominator
aq=bq/dnm;
bq=cq/dnm;
cq=dq/dnm;
dq=eqin/dnm;
//Which yields an equation of the form X^4 + AX^3 + BX^2 + CX + D = 0

eq= bq-((3*aq*aq)/8);
fq= cq+ (aq*aq*aq/8) -(aq*bq/2);
gq= dq- (3*aq*aq*aq*aq/256) + (aq*aq*bq/16) - (aq*cq/4);

// SOLVING THE RESULTANT CUBIC EQUATION
// EVALUATING THE 'f'TERM

a=1; b=eq/2; c=((eq*eq)-(4*gq))/16; d= ((fq*fq)/64)*-1;

f = (((3*c)/a) - (((b*b)/(a*a))))/3;
//EVALUATING THE 'g'TERM

g = ((2*((b*b*b)/(a*a*a))-(9*b*c/(a*a)) + ((27*(d/a)))))/27;

//EVALUATING THE 'h'TERM
h = (((g*g)/4) + ((f*f*f)/27));
if (h > 0){
compsw=2;
m = (-(g/2)+ (sqrt(h)));
// K is used because math.pow cannot compute negative cube roots?
k=1;
if (m < 0) k=-1;
else k=1;
m2 = ((m*k)**(1.0/3.0));

m2 = m2*k;
k=1;
n = (-(g/2)- (sqrt(h)));
if (n < 0)
k=-1;
else
k=1;

n2 = (n*k)**(1.0/3.0);
n2 *=k;
k=1;
kq= ((m2 + n2) - (b/(3*a)));
kq=sqrt(kq);
// ((S+U) - (b/(3*a)))
calcmod= sqrt((-1*(m2 + n2)/2 - (b/(3*a)))*(-1*(m2 + n2)/2 - (b/(3*a))) + (((m2 - n2)/2)*sqrt(3))*(((m2 - n2)/2)*sqrt(3)));
calcy=sqrt((calcmod-(-1*(m2 + n2)/2 - (b/(3*a))))/2);
calcx=(((m2 - n2)/2)*sqrt(3))/(2*calcy);
calcp=calcx+calcy;
calcq=calcx-calcy;
calcr=kq;

nq=(aq/4);
x1=kq+calcp+calcq-nq;
x4=kq-calcp-calcq-nq;


Q.u[0]=-x1; //appearently was incorrect by a factor of -1
Q.u[1]=-1; //complex
Q.u[2]=-1; //complex
Q.u[3]=-x4;
}


// FOR H < 0

if (h<=0){
r = sqrt((g*g/4)-h);
k=1;

if (r<0)
k=-1;
// rc is the cube root of 'r'

rc = ((r*k)**(1.0/3.0))*k;
k=1;
theta =acos((-g/(2*r)));

kq= (2*(rc*cos(theta/3))-(b/(3*a)));

x2a=rc*-1;
x2b= cos(theta/3.0);
x2c= sqrt(3)*(sin(theta/3));
x2d= (b/3.0*a)*-1;

lq=(x2a*(x2b + x2c))-(b/(3*a));

mq=(x2a*(x2b - x2c))-(b/(3*a));

nq=(aq/4.0);
}

if (h<=0){

// psudo-fix 0 bug.. not the best.. but works
if (abs(kq)<1.0/(10000.0))
kq=0;
if (abs(lq)<1.0/(10000.0))
lq=0;
if (abs(mq)<-1.0/(10000.0))
mq=0;
if (kq<0) {return;} else {kq=sqrt(kq);}
if (lq<0) {return;} else {lq=sqrt(lq);}
if (mq<0) {return;} else {mq=sqrt(mq);}

if (kq*lq>0){mq2=((fq*-1)/(8*kq*lq));kans=kq;lans=lq;}
if (kq*mq>0){mq2=((fq*-1)/(8*kq*mq));kans=kq;lans=mq;}
if (lq*mq>0){mq2=((fq*-1)/(8*lq*mq));kans=lq;lans=mq;}




if (compsw==0){
x1=kans+lans+mq2-nq;
Q.u[0]=x1;
x2=kans-lans-mq2-nq;
Q.u[1]=x2;
x3=(kans*-1)+lans-mq2-nq;
Q.u[2]=x3;
x4=(kans*-1)-lans+mq2-nq;
Q.u[3]=x4;
}
}
}

/*Calculate aiming ideal rotation for firing a projectile at a potentially moving target (assumes pawn physics)
IN:
-StartLoc = world location where projectile is starting at
-EndLoc = world Location we wish to Target (should lie in the targetted actor)
-ProjSpeed = speed of the projectile being fired
-Gravity = a vector describing the gravity
-Target = the actual targetted ACTOR
-bLeadTarget = Can we track the target? (the entire point of this function)
OUT:
-dest: Location where the projectile will collide with Target
-returns vector describing direction for projectile to leave at
*/
static function vector GetShootVect(vector StartLoc, vector EndLoc, float ProjSpeed, vector Gravity, actor Target, bool bLeadTarget, out vector Dest)
{
local QuartSolution Q;
local float best, speed2D, HitTime;
local vector Pr;
local int i;
local vector HitNorm, HitLoc;
local vector D; //EndLoc-StartLoc
local vector V; //Target.velocity

D = EndLoc-StartLoc;
V = Target.Velocity;
//track falling actors
if (bLeadTarget && Target.Physics==Phys_Falling){
calculateQuadRoots(V dot V - ProjSpeed*ProjSpeed,
2*(V dot D),D dot D,Q); //use quadratic formula
for (i=0;i<2;i++)
if (best<=0||(q.u>0 && q.u<best))
best=q.u;
Pr = normal(D/best + V)*ProjSpeed;
if (best<=0 || Target.Trace(HitLoc,HitNorm,EndLoc+V*best+0.5*Gravity*best
*best,EndLoc+vect(1,1,0)*V*best) == none){
//will be falling:
Dest = StartLoc + PR*best+0.5*Gravity*best*best;
return normal(PR)*ProjSpeed;
}
else if (best>0) //determine how long actor will be in air
HitTime = vsize(HitLoc - (EndLoc+vect(1,1,0)*V*best))/vsize(vect(0,0,1)*V*best+0.5*Gravity*best);
else
HitTime = 0; //assume most time not in air?
}

//ASSUME GROUND TRACKING
if (bLeadTarget && Target.Physics==Phys_Falling){ //trace down from target to get ground normal
Target.Trace(HitLoc,HitNorm,EndLoc+normal(Gravity)*5000,EndLoc);
D.z=HitLoc.z-StartLoc.Z; //set destination.z to floor, wipe out velocity.z and re-eval assuming ground
V.z=0; //no longer falling - view velcocity in 2D
if (HitTime>0.5){ //True if likely in air most of time (in which case keep current V.X and V.y)
V.z -= HitNorm.Z * (V dot HitNorm);
}
else{ //otherwise alter all of velocity vector, but keep current 2D speed
speed2D = vsize(V);
V=normal(V)*speed2D; //assume the same x and y speed if in air most time
V -= HitNorm * (V dot HitNorm); //recalculate players velocity on a slope using hitnormal (assumes v.x and v.y is "ground speed")
V=normal(V)*speed2D; //assume the same x and y speed if in air most time
}
}
//todo: add traces to check side walls?
//note: walking velocity *should* factor in current slope
best=0;
if (bLeadTarget && V!=vect(0,0,0)){
calculateQ(0.25*(Gravity dot Gravity),(-Gravity) dot V,(-Gravity) dot D +
V dot V - ProjSpeed*ProjSpeed,2*(V dot D),D dot D,Q);
for (i=0;i<4;i++)
if (best<=0||(q.u>0 && q.u<best))
best=q.u;
}
else{ //don't lead. assume stationary target
calculateQuadRoots(0.25*(Gravity dot Gravity),(-Gravity) dot D - ProjSpeed*ProjSpeed,D dot D,Q);
for (i=0;i<2;i++)
if (best<=0||(q.u>0 && q.u<best))
best=q.u;
if (best>0)
best=sqrt(best);
}

if (best<=0){ //projectile is out of range
//Warning: Out of range adjustments assume gravity is parallel to the z axis and pointed downward!!
Pr.z =ProjSpeed/sqrt(2.0); //determine z direction of firing
best = -2*Pr.z/Gravity.z;
best+=(vsize(D)-pr.Z*best)/ProjSpeed; //note p.z = 2D vsize(p) (this assumes ball travels in a straight line after bounce)
//now recalculate PR to handle velocity prediction (so ball at least partially moves in direction of player)
Pr = D/best + V - 0.5*Gravity*best;
//now force maximum height again:
Pr.z=0;
Pr = (ProjSpeed/sqrt(2.0))*normal(Pr);
Pr.z = ProjSpeed/sqrt(2.0); //maxmimum
Dest = StartLoc + PR*best+0.5*Gravity*best*best;
return Pr;
}

Pr = normal(D/best + V - 0.5*Gravity*best)*ProjSpeed;

Dest = StartLoc + PR*best+0.5*Gravity*best*best;
return Pr;
}

That's to calculate if I can give her a facial while she's running around the hotel room. Big tips if I can shoot it in her eye or up her nostrils :p
 

maxgroove

Active member
Oct 6, 2002
393
105
43
Toronto East-Scarborough
Thanks guys for the help..Big thanks to those who pm'd with encouragement..

Im all over workopolis,monster and every other web site out there..

BTW if you own a business and need help with WSIB costs maybe we can work something out..

Again thank you all for the help and the kind words
 
Ashley Madison
Toronto Escorts