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?
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?
With a handle called "footcuckoldlooer" there must be some interesting clientele!? LOLWell, I am working as a part time male escort to help pay off my line of credit. Want to join me?
What is your chosen field?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?
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....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!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..
Out of curiosity can I ask if you offer MSOG to your (female) clients in a half-hour toWell, I am working as a part time male escort to help pay off my line of credit. Want to join me?
A female client of mine bit my dick and its still bleeding since 10:00PM. You think you can help me file my case?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..
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.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?
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![]()