Overview of Maccabi Ironi Amishav PT
Maccabi Ironi Amishav PT is a football team based in Israel, competing in the Liga Bet, which is the fourth tier of Israeli football. The team was founded in 1995 and has since established itself as a competitive side in the league. Currently, the team is managed by [Coach’s Name], who plays a pivotal role in shaping the team’s tactics and performance.
Team History and Achievements
Maccabi Ironi Amishav PT has a rich history filled with notable seasons and achievements. The club has experienced several promotions and relegations throughout its existence. One of its significant accomplishments includes reaching the playoffs in [Year], showcasing its potential to compete at higher levels. While it may not have an extensive trophy cabinet, its resilience and determination are evident in its consistent performances.
Current Squad and Key Players
The current squad boasts several key players who are instrumental in their performances on the pitch. Notable among them are [Player Name 1], a dynamic forward known for his goal-scoring prowess, and [Player Name 2], a versatile midfielder whose playmaking abilities are crucial to the team’s strategy. These players, along with others like [Player Name 3] and [Player Name 4], form the backbone of Maccabi Ironi Amishav PT.
Team Playing Style and Tactics
Maccabi Ironi Amishav PT typically employs a flexible formation, often switching between 4-4-2 and 4-3-3 depending on the opposition. Their playing style emphasizes solid defense coupled with quick counter-attacks. Strengths include their disciplined backline and effective set-piece routines, while weaknesses may arise from occasional lapses in midfield control.
Interesting Facts and Unique Traits
The club is affectionately known by its fans as “The Tigers,” reflecting their fierce competitiveness on the field. Maccabi Ironi Amishav PT has a dedicated fanbase that supports them through thick and thin, creating an electric atmosphere during home games. Rivalries with local teams add an extra layer of excitement to their fixtures.
Lists & Rankings of Players, Stats, or Performance Metrics
- Top Scorer: ✅ [Player Name]
- Assists Leader: 🎰 [Player Name]
- Average Goals per Match: 💡 [Statistic]
- Squad Depth: ❌ Limited due to budget constraints
Comparisons with Other Teams in the League or Division
In comparison to other teams in Liga Bet, Maccabi Ironi Amishav PT stands out for its tactical discipline and strong defensive record. While some rivals may have more star-studded lineups, this team compensates with teamwork and strategic play.
Case Studies or Notable Matches
A memorable match for Maccabi Ironi Amishav PT was their victory against [Opponent Team] in [Year], where they executed a perfect counter-attacking strategy to secure a last-minute win. Such games highlight their ability to perform under pressure.
| Statistic | Data |
|---|---|
| Recent Form | [W-D-L Record] |
| Head-to-Head Record vs Key Rivals | [Record] |
| Odds for Upcoming Matches | [Odds Data] |
Tips & Recommendations for Analyzing the Team or Betting Insights
To analyze Maccabi Ironi Amishav PT effectively for betting purposes, focus on their defensive solidity and set-piece performance. Additionally, consider recent form trends and head-to-head statistics against upcoming opponents to make informed betting decisions.
Frequently Asked Questions (FAQ)
What are some key strengths of Maccabi Ironi Amishav PT?
Their key strengths lie in their robust defense, strategic counter-attacks, and cohesive team play.
How does Maccabi Ironi Amishav PT compare to top teams?
Their tactical discipline often allows them to hold their own against stronger opponents despite having fewer resources.
What should bettors consider when betting on this team?
Bettors should consider recent form, head-to-head records against specific opponents, player availability due to injuries or suspensions, and any changes in coaching strategies.
Quotes or Expert Opinions about the Team
“Maccabi Ironi Amishav PT consistently demonstrates tactical intelligence that belies its league position,” says former coach [Expert Name]. This sentiment is echoed by analysts who admire their ability to punch above their weight class.
Pros & Cons of the Team’s Current Form or Performance
- Pros:
- Solid defensive structure
- Potential for quick transitions
eliezerlourenco/EliezerLourenco.github.io/_posts/2020-12-28-mbappe-korean-tourism.markdown
—
layout: post
title: “Why Mbappe Will Be A Huge Boost For Korean Tourism”
date: 2020-12-28 10:30:00 +0800
categories: jekyll update
—
# Why Mbappe Will Be A Huge Boost For Korean Tourism
## Introduction
In recent years South Korea has been experiencing an influx of foreign tourists from all around the world but one particular group stands out above all others – French people! With over two million visitors coming each year they now account for more than half (53%) of international arrivals into Seoul alone making them second only behind Chinese travelers at just under four million annually according to official government figures released earlier this month.
Korea’s tourism industry has seen rapid growth over recent years thanks largely due not just increased accessibility but also because it offers something unique compared with other Asian countries; namely cultural attractions such as K-pop stars including BTS who recently visited France last month performing concerts across Paris alongside famous landmarks like Notre Dame Cathedral etc., plus there’s also food which can be found anywhere within reach – whether you’re looking for traditional Korean dishes like kimchi jjigae (spicy stew) served up alongside fried chicken wings (nuggets) then topped off with some freshly squeezed lemon juice too!
## Why French Tourists Are Attracted To Korea
### Cultural Appeal
France boasts one of Europe’s most vibrant cultures – from art museums such as Louvre Museum where Leonardo da Vinci’s Mona Lisa hangs proudly on display; fashion houses including Chanel which opened its first store outside Paris back when it was still called ‘Chanel No5’; music festivals like Rock en Seine held annually since 2006 featuring artists ranging from Daft Punk right through until Coldplay; food markets selling everything from fresh seafood caught off Brittany coasts down south towards Mediterranean shores – there really isn’t anything else quite like it anywhere else either!
### Language Barrier
Despite being located thousands miles away geographically speaking there exists surprisingly little language barrier between Koreans speaking fluent English while most French people understand basic conversational phrases especially when dealing directly face-to-face situations such as ordering meals at restaurants etc., so if you’re planning on visiting Seoul anytime soon then don’t worry about communication issues because chances are high that someone will speak your native tongue fluently enough regardless whether they’re locals working here permanently residing overseas students studying abroad etc.
## The Impact Of Mbappe On Korean Tourism
### Increased Visibility
Kylian Mbappé’s presence at Puma Korea’s launch event significantly boosts visibility for both brands involved—Puma Korea gains exposure through association with an international sports icon while France gets further recognition globally thanks partly due him representing countrymen wearing kit sponsored by said company! This increased visibility translates directly into higher foot traffic at retail outlets selling products endorsed by Kylian himself leading ultimately increased sales figures overall thereby contributing positively towards economy-wide GDP growth rates measured quarterly/yearly basis respectively depending upon specific metrics utilized within respective reporting frameworks employed across various sectors industries included therein.
### Enhanced Brand Image
Having Kylian associated closely aligns Puma Korea brand image closely aligned internationally renowned athlete whose reputation extends beyond soccer field boundaries encompassing broader aspects lifestyle fashion sense personal values etc., thereby enhancing perception thereof among consumers worldwide particularly those residing within target demographic segments identified previously mentioned marketing strategies deployed strategically designed maximize impact achieved through collaboration partnerships forged mutually beneficial relationships between parties involved ensuring long-term success sustainability moving forward into future years ahead.
## Conclusion
In conclusion ,it seems clear that having Kylian Mbappé associated closely aligned Puma Korea brand image internationally renowned athlete whose reputation extends beyond soccer field boundaries encompassing broader aspects lifestyle fashion sense personal values etc., thereby enhancing perception thereof among consumers worldwide particularly those residing within target demographic segments identified previously mentioned marketing strategies deployed strategically designed maximize impact achieved through collaboration partnerships forged mutually beneficial relationships between parties involved ensuring long-term success sustainability moving forward into future years ahead. frac{1}{sqrt{a^4 + b^4}}$. Therefore:
$$int_{t_1}^{t_0} f(t) dt > int_{t_1}^{t_0} frac{dt}{sqrt{a^4 + b^4}} = frac{t_0 – t_1}{sqrt{a^4 + b^4}}.$$
Since $t_0 – t_1$ represents an arc length along $C$, we can say that $L > frac{text{(arc length from } t_1 text{ to } t_0)}{sqrt{a^4 + b^4}}$. Because $sin t$ reaches its maximum value of $1$ when $t = frac{pi}{2}$ (or any odd multiple thereof), we can find a lower bound by considering $sin t = 1$:
$$L > frac{text{(arc length from } t_1 text{ to } t_0)}{sqrt{a^4 + b^4}} > frac{pi/2}{sqrt{a^4 + b^4}},$$
since $t_0 – t_1$ must be less than $pi/2$ radians (the period where $sin t$ is positive). Thus:
$$L > frac{pi}{sqrt{a^4 + b^4}}.$$
This proves that $L$, the length of curve $C$, is greater than $frac{pi}{sqrt{a^{4}+b^{4}}}$.#include “stdafx.h”
#include “Game.h”
#include “FpsCounter.h”
#include “CameraController.h”
#include “ObjectManager.h”
#include “ModelLoader.h”
// 現在のフレーム数を保存しておく変数
static unsigned int g_FPS_FrameCount = 0;
// 現在のFPSを表示するための文字列
static char g_FPS_String[32] = “”;
// ゲームクラスのポインタ
Game* Game::self;
Game::Game()
{
self = this;
}
void Game::Init(HWND hWnd)
{
// デバイスを初期化する
m_DirectX.Initialize(hWnd);
// カメラコントローラーを作成する
m_CameraController.Create(&m_DirectX.GetCamera(), &m_DirectX.GetInputManager());
// モデルローダーを作成する
m_ModelLoader.Create();
// オブジェクトマネージャーを作成する
m_ObjectManager.Create();
// FPSカウンターを作成する
m_FpsCounter.Create();
// 音声処理クラスを作成する
m_Sound.Create();
}
void Game::Uninit()
{
// 音声処理クラスを破棄する
m_Sound.Uninit();
// FPSカウンターを破棄する
m_FpsCounter.Uninit();
// オブジェクトマネージャーを破棄する
m_ObjectManager.Uninit();
// モデルローダーを破棄する
m_ModelLoader.Uninit();
// カメラコントローラーを破棄する
m_CameraController.Uninit();
// デバイスを終了させる
m_DirectX.Uninitialize();
}
void Game::Update()
{
if (!m_DirectX.IsDeviceLost())
{
#ifdef _DEBUG
#endif // _DEBUG
#ifdef _RELEASE
#endif // _RELEASE
#ifdef _DEBUG
#endif // _DEBUG
#ifdef _RELEASE
#endif // _RELEASE
if (!m_DirectX.IsDeviceLost())
UpdateFrame();
#ifdef _DEBUG
#endif // _DEBUG
#ifdef _RELEASE
#endif // _RELEASE
}
}
void Game::Draw()
{
if (!m_DirectX.IsDeviceLost())
DrawFrame();
}
void Game::UpdateFrame()
{
g_FPS_FrameCount++;
static float timeAccumulator = 0;
timeAccumulator += m_DirectX.GetTimer()->GetElapsedTime();
if (timeAccumulator >= m_TimePerFrame)
{
#ifndef NDEBUG
#else //!NDEBUG
#endif //!NDEBUG
#ifndef NDEBUG
#else //!NDEBUG
#endif //!NDEBUG
#ifndef NDEBUG
#else //!NDEBUG
#endif //!NDEBUG
#ifndef NDEBUG
#else //!NDEBUG
#endif //!NDEBUG
#ifndef NDEBUG
#else //!NDEBUG
#endif //!NDEBUG
#ifndef NDEBUG
#else //!NDEBUG
#endif //!NDEBUG
#ifndef NDEBUG
#else //!NDEBUG
#endif //!NDEBUG
#ifndef NDEBUG
#else //!NDEBUG
#endif //!NDEBUG
#ifndef NDEBUG
#else //!NDEBUG
#endif //!NDEBUG
#ifndef NDEBUG
else if (timeAccumulator >= m_TimePerFrame * m_TimeScale)
{
#ifndef NDEBUG
else if (timeAccumulator >= m_TimePerFrame * m_TimeScale * m_MusicSpeed)
{
#ifndef NDEBUG
else if (timeAccumulator >= m_TimePerFrame * m_TimeScale * m_MusicSpeed * m_LowestTimeScale)
{
#ifndef NDEBUG
else if (timeAccumulator >= m_TimePerFrame * m_TimeScale * m_MusicSpeed * m_LowestTimeScale * TIME_SCALE_MINI_GAME)
{
timeAccumulator -= m_TimePerFrame;
UpdateMiniGame();
return;
}
else if (timeAccumulator >= m_TimePerFrame * TIME_SCALE_MINI_GAME)
{
timeAccumulator -= m_TimePerFrame;
UpdateMiniGame();
return;
}
else if(timeAccumulator >=(m_TimePerFrame*m_LowestTimeScale*m_MusicSpeed))
{
timeAccumulator -=(m_TimePerFrame*m_LowestTimeScale*m_MusicSpeed);
UpdateMusic();
return;
}
else if(timeAccumulator >=(m_TimePerFrame*m_LowestTimeScale))
{
timeAccumulator -=(m_TimePerFrame*m_LowestTimeScale);
UpdateLowLevel();
return;
}
else if(timeAccumulator >=(m_TimePerFrame*m_MusicSpeed))
{
timeAccumulate -=(m_TimePerFrame*m_MusicSpeed);
UpdateNormal();
return;
}
timeAccumulate -=(m_timeperframe);
UpdateInput();
UpdateCamera();
UpdateSound();
UpdateObject();
UpdateCollisionDetection();
CreateGimmickParticle();
CreateEnemyParticle();
DrawGimmickParticle();
DrawEnemyParticle();
}
void Game::UpdateInput()
{
if(m_InputManager->IsKeyDown(DIK_W))
GetDirect()->GetCamera().MoveForward(m_Speed);
if(m_InputManager->IsKeyDown(DIK_S))
GetDirect()->GetCamera().MoveBackward(m_Speed);
if(m_InputManager->IsKeyDown(DIK_A))
GetDirect()->GetCamera().MoveLeft(m_Speed);
if(m_InputManager->IsKeyDown(DIK_D))
GetDirect()->GetCamera().MoveRight(m_Speed);
}
void Game::UpdateCamera()
{
Camera* camera = GetDirect()->GetCamera();
camera->RotateY((float)m_InputManager->GetMouseDeltaX() / MOUSE_SENSITIVITY);
camera->RotateX((float)m_InputManager->GetMouseDeltaY() / MOUSE_SENSITIVITY);
}
void Game::UpdateSound()
{
Sound* sound = GetSound();
sound->Update();
}
void Game::UpdateObject()
{
ObjectManager* objectmanager = GetObjectManager();
objectmanager->Update(GetDirect()->GetTimer());
}
void Game::CreateGimmickParticle()
{
ObjectManager* objectmanager = GetObjectManager();
Camera* camera = GetDirect()->GetCamera();
float angleY;
for(int i=0;i<NUM_OF_GIMMICK;i++)
for(int j=0;j<NUM_OF_GIMMICK;j++)
for(int k=0;k<NUM_OF_GIMMICK;k++)
for(int l=0;l<NUM_OF_GIMMICK;l++)
for(int n=0;n<NUM_OF_GIMMICK;n++)
for(int o=0;o<NUM_OF_GIMMICK;o++)
for(int p=0;p<NUM_OF_GIMMICK;p++)
for(int q=0;qGetPosition()+Vector3(500.f,-500.f,-500.f);
objectmanager->AddNewDust(pos.x,pos.y,pos.z,m_ParticleRadius,DUST_RADIUS,m_ParticleDensity,DUST_COLOR,true,(float)(rand()%360));
angleY=(float)(rand()%360);
Vector3 pos=DustPos[i][j][k][l][n][o][p][q];
pos+=Vector3(rand()%10000,-10000,-rand()%10000);
pos*=10.f;
pos+=camera->GetPosition()+Vector3(-500.f,-500.f,-500.f);
objectmanager->AddNewDust(pos.x,pos.y,pos.z,m_ParticleRadius,DUST_RADIUS,m_ParticleDensity,DUST_COLOR,true,(float)(rand()%360));
angleY=(float)(rand()%360);
Vector3 pos=DustPos[i][j][k][l][n][o][p][q];
pos+=Vector3(-rand()%10000,-10000,-rand()%10000);
pos*=10.f;
pos+=camera->GetPosition()+Vector3(-500.f,-500.f,+500.f);
objectmanager->AddNewDust(pos.x,pos.y,pos.z,m_ParticleRadius,DUST_RADIUS,m_ParticleDensity,DUST_COLOR,true,(float)(rand()%360));
angleY=(float)(rand()%360);
Vector3 pos=DustPos[i][j][k][l][n][o][p][q];
pos+=Vector3(-rand()%10000,-10000,+rand()%10000);
pos*=10.f;
pos+=camera->GetPosition()+Vector3(-500.f,-500.f,+500.f);
objectmanager->AddNewDust(pos.x,pos.y,pos.z,m_ParticleRadius,DUST_RADIUS,m_ParticleDensity,DUST_COLOR,true,(float)(rand()%360));
angleY=(float)(rand()%360);
Vector3 pos=DustPos[i][j][k][l][n][o][p][q];
pos+=Vector3(-rand()%10000,-10000,+rand()%10000);
pos*=10.f;
pos+=camera->GetPosition()+Vector3(+500.f,-500,f+50)+VectorMaths::CreateRotationMatrix(VectorMaths::CreateRotationAxis(VectorMaths::CreateUnitZ(),angleY))*VectorMaths::CreateUnitZ()*150000;
objectmanager->AddNewDust(pos.x,pos.y,pos.z,m_ParticleRadius,DUST_RADIUS,m_ParticleDensity,DUST_COLOR,true,(float)(rand()%360));
angleY=(float)(rand()%360);
VectorMaths vectormaths;
VectorMaths matrixmaths;
VectorMaths rotatematrixmaths;
VectorMaths rotatematrixmathstemp;
VectorMaths rotateaxismathstemp;
Matrix rotationmatrixx=matrixmaths.CreateRotationMatrix(vectormaths.CreateUnitZ(),angleY);
Matrix rotationmatrixy=matrixmaths.CreateRotationMatrix(vectormaths.CreateUnitZ(),90);
Matrix rotationmatrixz=matrixmaths.CreateRotationMatrix(vectormaths.CreateUnitZ(),90);
Matrix temprotationmatrixx;
Matrix temprotationmatrixy;
Matrix temprotationmatrixz;
rotatematrixstemp=temprotationmatrixx;
temprotationmatrixx=Multiply(rotationmatrixx,temprotationmatrixstemp);
rotatematrixstemp=temprotationmatrixy;
temprotationmatrixy=Multiply(rotationmatrixy,temprotationmatrixstemp);
rotatematrixstemp=temprotationmatrixz;
temprotationmatrixz=Multiply(rotationmatrixz,temprotationmatrixstemp);
VectorMaths tempvectorpos=pos;
vectorpos=tempvectorpos+vectormaths.CreateUnitZ()*150000;
vectorpos=Multiply(temprotationmatrixx,vectorpos);
vectorpos=Multiply(temprotationmatrixy,vectorpos);
vectorpos=Multiply(temprotationmatrixz,vectorpos);
angleY=(float)(rand()%(int)angleY)-angleY/180;
matrixmathsstemp.MatInit();
matrixmathsstemp.MatSetElement(9,(cos(angleY)));
matrixmathsstemp.MatSetElement(10,sin(angleY));
matrixmathsstemp.MatSetElement(11,(cos(angleY)));
matrixmathsstemp.MatSetElement(14,sin(angleY));
rotateaxismathtmp.MatInit();
rotateaxismathtmp.MatSetElement(9,(cos(angleY)));
rotateaxismathtmp.MatSetElement(10,sin(angleY));
rotateaxismathtmp.MatSetElement(11,(cos(angleY)));
rotateaxismathtmp.MatSetElement(14,sin(angleY));
rotatematrixtmp=Multiply(rotationaxismathtmp,temprotatematrixstemp);
angleY=(float)(rand()%(int)angleY)-angleY/180;
matrixmathtmp.MatInit();
matrixmathtmp.MatSetElement(9,(cos(angleY)));
matrixmathtmp.MatSetElement(10,sin(angleY));
matrixmathtmp.MatSetElement(11,(cos(angleY)));
matrixmathtmp.MatSetElement(14,sin(angleY));
rotateaxismathtmp=Multiply(matrixmathtmp,temprotatematrixstemp);
angleY=(float)(rand()%(int)angleY)-angleX/180;
matrixmathtmp=Multiply(matrixtemp,stabilizerrotatematrixtemp);
vectorpos=pos+vectortemp+vectormathsmathstp*Multiply(matrixtemp,stabilizerrotatematrixtemp)*150000;
vectorpos=Multiply(rotationtempx,vectorpos);
vectorpos=Multiply(rotationtempy,vectorpos);
vectorpos=Multiply(rotationtempz,vectorpos);
objectmanager->AddNewDust(vectorpostempx.vectorpostempy.vectorpostempz.m_x,vectorpostempx.vectorpostempy.vectorpostempz.m_y,vectorpostempx.vectorpostempy.vectorpostempz.m_z,m_ParticleRadius,DUST_RADIUS,m_ParticleDensity,DUST_COLOR,false,float(rand())%359);
angleX=(float)((double)PI-(double)atan((double)m_StabilizerDistance/(double)m_StabilizerHeight)+(double)((double)PI*(double)((double)floor(((double)i+(double)j+(double)k+(double)l+(double)n+(double)o+(double)p+(double)q)/8))%((double)PI))-atan((double)m_StabilizerDistance/(double)m_StabilizerHeight));
stabilizertemplength=m_StabilizerLength*Mathf.Cos(Mathf.Acos(Mathf.Cos((PI*i+j+k+l+n+o+p+q)/8))));
stabilizertemplength=m_StabilizerLength*Mathf.Sin(Mathf.Acos(Mathf.Cos((PI*i+j+k+l+n+o+p+q)/8))));
stabilizertemplength=m_StabilizerLength*Mathf.Sin(Mathf.Asin(Mathf.Sin((PI*i+j+k+l+n+o+p+q)/8))));
stabilizertemplength=m_StabilizerLength*Mathf.Cos(Mathf.Asin(Mathf.Sin((PI*i+j+k+l+n+o+p+q)/8))));
stablizerspatiotemporary=Math.sqrt(stablizerspatialtemporary+m_stablizerspatialtemporary+m_stablizerspatialtemporary+m_stablizerspatialtemporary);
}
void Game::CreateEnemyParticle()
{
ObjectManager* objectmanager = GetObjectManager();
Camera* camera = GetDirect()->GetCamera();
float angle;
for(int i=-ENEMY_NUM;i<=ENEMY_NUM;i++)
for(int j=-ENEMY_NUM;j<=ENEMY_NUM;j++)
for(int k=-ENEMY_NUM;k<=ENEMY_NUM;k++)
for(int l=-ENEMY_NUM;l<=ENEMY_NUM;l++)
for(int n=-ENEMY_NUM;n<=ENEMY_NUM;n++)
for(int o=-ENEMY_NUM;o<=ENEMY_NUM;o++)
for(int p=-ENEMY_NUM;p<=ENEMY_NUM;p++)
for(int q=-ENEMY_NUM;qGetCamera());
ObjectManager* manager(GetObjectManager());
bool hit=false;
int numofgimickelements(manager.numofgimickelements());
int numofenemys(manager.numofenemies());
Gimickelement** gimickelementarray(manager.gimickelementarray());
Gimickelement** enemyarray(manager.enemyarray());
Matrix mat=createidentity();
mat.setelement(mat.elementindexfromrowandcolumnfromtopleftcornerandincrementingbyonefromzero(row,column),value);
Matrix cameramat(createidentity());
cameramat.setelement(cameramat.elementindexfromrowandcolumnfromtopleftcornerandincrementingbyonefromzero(row,column),value);
Matrix cameramatinverse(inverse(cameramat));
Matrix cameramatinversetransposed(transpose(cameramatinverse));
Vector v(createidentity());
v.setelement(v.elementindexfromrowandcolumnfromtopleftcornerandincrementingbyonefromzero(row,column),value);
Vector cameralocation(createidentity());
cameralocation.setelement(cameralocation.elementindexfromrowandcolumnfromtopleftcornerandincrementingbyonefromzero(row,column),value);
Vector cameradirection(createidentity());
cameradirection.setelement(cameradirection.elementindexfromrowandcolumnfromtopleftcornerandincrementingbyonefromzero(row,column),value);
Vector pointonplane(createidentity());
pointonplane.setelement(pointonplane.elementindexfromrowandcolumnfromtopleftcornerandincrementingbyonefromzero(row,column),value);
float distance;
Vectormathsmaths vmmath(vmmathsmaths.vmmathsmaths.vmmathsmaths.vmmathsmaths.vmmathsmaths.vmmathsmaths.vmmathsmaths.vmmathsmaths);
vmmath.transformvectorswithtransformedata(gimickelementarray[numofgimickelements].getlocation(),
gimickelementarray[numofgimickelements].getdirection(),
gimickelementarray[numofgimickelements].getup(),
gimickelementarray[numofgimickelements].getright(),
gimikcemntarray[numofgimikcemntelements].getradius(),
cameramat,camerainverse,camerainversetranspose,cameralocation,camerainversetransposecameralocation);
distance=vmmath.distancebetweentwovectors(gimikcemntarray[numofgimelementelements].location,gammalocalation);
distance-=gamikcemntarray[numofgimelemets].radius;
hit=gimmecmentrayintersects(gimmecmentrayorigin,gimmecmentraydirection,gimmecmentplaneorigin,gimmecmentplanenormal,distance);
hit=gimmecmentrayintersects(gammareayorigin,gammareaydirection,gammareaplaneorigin,gammareaplanenormal,distance);
hit=gimmecmentrayintersects(gammareayorigin,gammareaydirection,gammareaplaneorigin,gammareaplanenormal,distance);
hit=gimmecmentrayintersects(gammareayorigin,gammareaydirection,gammareaplaneorigin,gammareaplanenormal,distance);
hit=gimmecmentrayintersects(gammereayorigin,gammereaydirection,gammaereaplaneorigin,gammaereaplanenormal,distance);
hit=gimmecmentrayintersects(gammaereayorigin,gammaereaydirection,gammaereaplaneorigin,gammaereaplanenormal,distance);
hit=gimmecmentrayintersects(gammaereayorigin,gammaereaydirection,gammaereaplaneorigin,gammaereaplanenormal,distance);
hit=gimmecmentrayintersects(gammaeireayorigingammaeireaydirectiongammaeireaplaneorigingammaeireaplanelnormaldistancehit=false;
while(numoffunctioncalls++!=numoffunctioncallstopreventinfinteiteration)
{
numoffunctioncalls++;
while(numoffunctioncalls!=numoffunctioncallstopreventinfinteiteration)
{
numoffunctioncalls++;
while(numoffunctioncalls!=numoffunctioncallstopreventinfinteiteration)
{
numoffunctioncalls++;
while(numoffunctioncalls!=numoffunctioncallstopreventinfinteiteration)
{
numoffunctioncalls++;
while(numoffunctioncalls!=numoffunctioncallstopreventinfinteiteration)
{
numoffunctioncalls++;
while(numoffunctioncalls!=numoffunctioncallstopreventinfinteiteration)
{
numoffunctioncalls++;
}
}
}
}
}
if(hit==true&&sound.playmusic==false&&sound.playeffect==false&&sound.stopmusic==false&&sound.stopeffect==false&&sound.playvoice==false&&sound.stopvoice==false)
{
sound.playeffect=true;
}
}
}
void Game::UpdateNormal()
{
Sound* sound(GetSound());
Camera* camera(GetDirect()->GetCamera());
ObjectManager* manager(GetObjectManager());
bool hit=false;
int numofgimickelements(manager.numofgimickelements());
int numofenemies(manager.numofenemies());
Gymcikelement** gimcikelemnetarray(manager.gymcikelemnetarray());
Gymcikelemnet** enemyarrray(manager.enemyarrray());
Matrix mat(createidentity());
mat.setelement