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text:
Palmarès

VEF Riga: 2012-13

Nanterre: 2013-14
Pro B: 1
Nanterre: 2010-11
Coppa del Kosovo: 1
Trepca: 2023

Collegamenti esterni

redpajama_set_name: RedPajamaWikipedia


26% Off Creative Sketching Workshop 21 Sketch Crawl Ideas And Exercises Book When You Pre- Order.
Listed above you'll find some of the best sketch coupons, discounts and promotion codes as ranked by the users of RetailMeNot.com. To use a coupon simply click the coupon code then enter the code during the store's checkout process.


A few vacancies exist in some grades, please contact the Admissions officer for more details.
Admissions for the Academic Year 2020 are now in progress.
1. Please contact the admissions officer over the phone or by email. It is compulsory to visit with your child.
2. A placement test will be arranged for students who seek admissions for Grade 2 upwards.
3. After the discussions with the admissions officer, an application form will be issued.
4. Duly filled admission form and other required documents should be submitted for Admissions.
*Admissions offices of both schools are open from 8 AM to 4 PM on week days and 8 AM to 12 noon on Saturdays. Admission offices are open during school holidays (term end vacations) too.


text:
Last updated: 06:48 PM ET, Wed November 14 2018
Lufthansa Group: A World Leader Continues To Innovate
Airlines & Airports	Jim Byers November 14, 2018
Heike Birlenbach and Hans DeHaan of the Lufthansa Group.
The Lufthansa Group had its strongest year ever in 2017. But they're not resting on their laurels. Not by a long shot.
Lufthansa Group officials touched down in Toronto on Wednesday to talk about their digital plans, their work with travel agents and future expansion. Not to mention flying chefs, Viennese coffee and the new Montreal-Vienna flights that will begin next April on Austrian Airlines.
Trudeau: Canada Would Consider An International Travel Ban Airlines & Airports
Canadian Airlines Hope New Faces Bring Fresh Offers From... Airlines & Airports
AC Outlines Route Cuts: Many Caribbean, Hawaii and... Airlines & Airports
American Airlines Introduces Health Passport for... Airlines & Airports
Aviation Groups: Trudeau Government Must Help Canadian... Airlines & Airports
Heike Birlenbach, Senior Vice President Sales Lufthansa HUB Airlines, said she's proud that Skytrax earlier this year named Lufthansa, SWISS and Austrian Airlines as the top three carries in Europe. She also said Lufthansa is the first and only European airline to gain five-star status from Skytrax.
But the Lufthansa Group, which includes those three airlines as well as Eurowings, Brussels Airlines and Edelweiss, continues to invest – and invest heavily – in new aircraft and in digital solutions.
"We like to say we're human-centric," said Birlenbach, who obtained her Masters degree at McGill University. "In the airline industry so many things are changing and customers' expectations are changing. We believe we have to have the right answers to that and that we respond to customer needs."
Birlenbach said Lufthansa is a big believer in technology and digitalization, which can be used to offer customers everything from the seat they want to lounge access or speedy boarding.
"We're frontrunners in new distribution methods," she said. "We're pretty successful in driving NDC, and there's no way back. We have 2,000 agencies connected by an NDC capable distribution channel, and this is a clear message that we'd like to invite the travel industry to walk with us into the future."
Birlenbach said the Lufthansa Group has many self-servicing features, allowing travel managers to get the information they need.
"We're spending 500 million Euros on digital in the coming years. We even started a new company called the Lufthansa Innovation Hub to look for start-ups with great ideas in the travel industry."
Birlenbach said Lufthansa Group is working on a continuous pricing model that will by pass the current "alphabet system" and allow them to price airline seats in incremental values, perhaps as little as a dollar or ten dollars.
"We also have solutions for smaller travel agencies. We want to take the trade along and make them understand why we're moving in these directions."
Hans DeHaan, Senior Director Canada for Lufthansa Group, said Austrian Airlines will begin flying between Montreal and Vienna on April 29, 2019. The Toronto-Vienna flight they have now is shifting to Air Canada, an airline they work closely with and that they're co-operating with on a stronger basis than ever.
Last year was a record-breaking year for LHG, and this year looks to be quite strong as well, Birlenbach said.
Lufthansa Group flies from major Canadian airports to Frankfurt, Munich, Brussels, Vienna and Zurich.
Birlenbach said the Lufthansa Group is spending roughly $3 billion on new aircraft, new services and digitalization.
They're also on the cutting edge when it comes to in-flight services. DeHaan said customers can program movies they want to play on their flight even before they climb on board the plane, or program their music playlist.
Lufthansa passengers have access to approximately 180 films in all travel classes. Austrian Airlines has a "coffee house in the sky" with 11 Viennese coffees and also a "flying chef" who creates dishes for Austrian Airlines' six-course gourmet menus on long haul flights.
DeHaan said they LHG also has started Stop Over Switzerland and Belgium stop over programs, with free stops of two to four nights in both Brussels and Zurich.
The Lufthansa Group (LHG) is the largest airline group in Europe. All told, LHG transported 1.2 million passengers to and from Canada last year. Overall, the Lufthansa Group operates 11,111 weekly flights to 271 destinations in 105 countries (winter timetable) and employs 130,000 workers worldwide.
For more Airlines & Airports News
More by Jim Byers
Trudeau: Canada Would Consider An International Travel Ban
Canadian Airlines Hope New Faces Bring Fresh Offers From Trudeau Government
Air Canada Slashes Routes by 25% and Announces 1,700 Layoffs
Air Canada Suspends Flights from St. John's, Fredericton, Kamloops and More
Air Canada Awarded for Health and Safety Programs
Porter Sets March 29 as Tentative Restart Date

redpajama_set_name: RedPajamaCommonCrawl


Thought I would share some images from a shoot I helped style a few weeks ago at Golden Gate Park. We wanted a mix between modern and sophisticated with vintage and retro inspired style, and that would also compliment the yellow hay in the picture below. I had so much fun helping out and I think the pictures turned out great.
photos- taken by Linda Ning Jia, @nn_linda, jia-ning.com.
Photos and clothes came out fabulous!
Wow, beautiful photos! The colors on her are just stunning. Great job!
Your collaboration turned out great! I love the last shot--the model has such a striking profile. Also, the gold shorts really glow in the sunset light.
As a fashion blog for the daring, positive and adventurous, Styled By Noosh is all about making the world your oyster. Whatever you set out to do in this life, do it with style.
"There are no rules, so have fun, enjoy this moment, and live freely."


Home/Knowledge Base/CMS/How to install OpenCart in Softaculous?
How to install OpenCart in Softaculous?
OpenCart is an e-commerce based website application which you can use if you have an online business. An easy way to install it is through the cPanel via Softaculous Apps Installer. Please be guided by the instructions below.
Step 2. Click on OpenCart under Softaculous Apps Installer.
Step 3. In the installation page of OpenCart, click on Install.
Version: You may choose on version 2.2 or 1.5.
Choose Domain: If you have multiple domain names, choose on the desired domain you want to install OpenCart for.
In Directory: This will be the directory where the OpenCart files are saved.
Step 5. In the Store Settings, you can modify the Store Name, Store Description, Store Owner and Store Address.
Step 6. Enter the Admin Username, Password, Admin Email Address, First Name and Last Name.
Step 9. Take note of your Opencart URL and Administrative URL.


Regular business hours at the Collection Center will resume the day after each of these holidays.
RESIDENTS of Lorain County can drop off Household Hazardous Waste (HHW), E-Scrap, Fluorescent Bulbs and Ballast, Scrap Tires and books (paperback/hard cover).
BUSINESSES & ORGANIZATIONS located in Lorain County are limited to disposal of E-Scrap, Fluorescent Bulb and Ballast, cardboard and books (paperback/hard cover). For large loads please read the following PDF's on preparing your materials for delivery.
Curbside Recyclables To assist apartment dwellers or other residents who don't have curbside pickup of recyclables, the District now accepts curbside recyclables at the Collection Center. Plastic bottles marked #1-7 (look for the number inside the arrows on the bottom of the bottle), glass bottles and jars, steel food cans and aluminum beverage cans can be placed in one bag or box.
Newspapers, magazines, white copy paper, junk mail, cardboard (that is broken down) and boxboard (cereal, cracker, tissue boxes, etc.) can be placed in a second bag or box. Drop them off inside the Center during normal business hours.
For more information, please feel free to contact the District at 440-329-5440.
The list below of Collection Center Acceptable & Unacceptable Materials is also available in a printable PDF format.
Biomedical / Infectious Waste (Prescription Medications, Home Health Care "Sharps", etc.): Got drugs? The United States' Drug Enforcement Administration (DEA) annually schedules a National Prescription Drug Take-Back Day, (for those who have accumulated unwanted, unused prescription drugs), to safely dispose of these medications for free.


"The gymnastics club angel who forgot to smile."
Kadokawa Games has released the "Rinze Himenogi Prologue" trailer for love simulation game LoveR. Rinze Himenogi (voiced by Yui Ishikawa) is one of six romantic interests available to the player.


text:
Shinri Shioura (né le  à Isehara) est un nageur japonais.

Carrière
En 2013, il obtient sa première médaille internationale aux Championnats du monde de Barcelone lors du relais 4 ×  quatre nages avec Ryosuke Irie, Kosuke Kitajima et Takuro Fujii.

En 2014, il bat le record d'Asie du  nage libre en 21 s 88, étant le premier Japonais à passer sous les 22 secondes.

Il remporte le 100 m nage libre en 48 s 71 lors des Jeux asiatiques de 2018 en battant d'un 1/100e le recordman du Japon Katsumi Nakamura.

Palmarès

Championnats du monde

Grand bassin
 Barcelone 2013
  Médaille de bronze du relais 4 ×  quatre nages

Références

Liens externes

Naissance en novembre 1991
Naissance à Isehara
Nageur japonais
Nageur de nage libre
Nageur aux Jeux olympiques d'été de 2016
Nageur aux Jeux olympiques d'été de 2020
Nageur des Tokyo Frog Kings


The newest member of the Shale Hills CZO team, Dan Arthur, joins us to fill the cyberspecialist position. Dan joins the team from Purdue University where he developed new techniques for visualization of radar and aircraft data. Dan is excited to add to his current skills the new opportunity of outreach coordinator for our CZO.


ECU Joondalup have added to their defensive stocks by signing Perth Glory defender and former Australian intentional junior Jack Iredale.
Iredale, who was training with the Glory A-League first team last season, and was an integral part of the Glory Youth side, said the decision to move was a difficult one but he's happy to be at the Jacks.
The signing of the talented defender is a huge plus for the Jacks and Head Coach Dale McCulloch said the signing of Iredale is great for the club. "Jack is a strong defender, good in the air and good with the ball, and will give us some depth to the defensive unit," he said.


text:
ConVar g_debug_vehicledriver( "g_debug_vehicledriver", "0", FCVAR_CHEAT );

BEGIN_DATADESC( CNPC_VehicleDriver )
	DEFINE_KEYFIELD( m_iszVehicleName, FIELD_STRING, "vehicle" ),
//	DEFINE_FIELD( m_hVehicle,			FIELD_EHANDLE ),
	// DEFINE_FIELD( m_pVehicleInterface, FIELD_POINTER ),
	DEFINE_FIELD( m_hVehicleEntity,		FIELD_EHANDLE ),
	// DEFINE_FIELD( m_Waypoints,		FIELD_???? ),
	// DEFINE_FIELD( m_pCurrentWaypoint, FIELD_POINTER ),
	// DEFINE_FIELD( m_pNextWaypoint,	FIELD_POINTER ),
	DEFINE_FIELD( m_vecDesiredVelocity, FIELD_VECTOR ),
	DEFINE_FIELD( m_vecDesiredPosition, FIELD_POSITION_VECTOR ),
	DEFINE_FIELD( m_vecPrevPoint,		FIELD_POSITION_VECTOR ),
	DEFINE_FIELD( m_vecPrevPrevPoint,	FIELD_POSITION_VECTOR ),
	DEFINE_FIELD( m_vecPostPoint,		FIELD_POSITION_VECTOR ),
	DEFINE_FIELD( m_vecPostPostPoint,	FIELD_POSITION_VECTOR ),
	DEFINE_FIELD( m_flDistanceAlongSpline, FIELD_FLOAT ),
	DEFINE_KEYFIELD( m_flDriversMaxSpeed, FIELD_FLOAT, "drivermaxspeed" ),
	DEFINE_KEYFIELD( m_flDriversMinSpeed, FIELD_FLOAT, "driverminspeed" ),
	DEFINE_FIELD( m_flMaxSpeed,			FIELD_FLOAT ),
	DEFINE_FIELD( m_flGoalSpeed,		FIELD_FLOAT ),
	//DEFINE_KEYFIELD( m_flInitialSpeed,	FIELD_FLOAT ),
	DEFINE_FIELD( m_flSteering,			FIELD_FLOAT ),

	// Inputs
	DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDriversMaxSpeed", InputSetDriversMaxSpeed ),
	DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDriversMinSpeed", InputSetDriversMinSpeed ),

	DEFINE_INPUTFUNC( FIELD_VOID, "StartForward", InputStartForward ),
	DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ),
	DEFINE_INPUTFUNC( FIELD_VOID, "StartFiring", InputStartFiring ),
	DEFINE_INPUTFUNC( FIELD_VOID, "StopFiring", InputStopFiring ),
	DEFINE_INPUTFUNC( FIELD_STRING, "GotoPathCorner", InputGotoPathCorner ),

END_DATADESC()

LINK_ENTITY_TO_CLASS( npc_vehicledriver, CNPC_VehicleDriver );

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPC_VehicleDriver::CNPC_VehicleDriver( void )
{
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPC_VehicleDriver::~CNPC_VehicleDriver( void )
{
	ClearWaypoints();
}

//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CNPC_VehicleDriver::Spawn( void )
{
	Precache( );

	BaseClass::Spawn();

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );

	SetModel( "models/roller_vehicledriver.mdl" );
	SetHullType(HULL_LARGE);
	SetHullSizeNormal();
	m_iMaxHealth = m_iHealth = 1;
	m_flFieldOfView	= VIEW_FIELD_FULL;

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_SOLID );
	SetMoveType( MOVETYPE_NONE );
	AddEffects( EF_NODRAW );

	m_lifeState	= LIFE_ALIVE;
	SetCycle( 0 );
	ResetSequenceInfo();

	AddFlag( FL_NPC );

	m_flMaxSpeed = 0;
	m_flGoalSpeed = m_flInitialSpeed;

	m_vecDesiredVelocity = vec3_origin;
	m_vecPrevPoint = vec3_origin;
	m_vecPrevPrevPoint = vec3_origin;
	m_vecPostPoint = vec3_origin;
	m_vecPostPostPoint = vec3_origin;
	m_vecDesiredPosition = vec3_origin;
	m_flSteering = 45;
	m_flDistanceAlongSpline = 0.2;
	m_pCurrentWaypoint = m_pNextWaypoint = NULL;

	GetNavigator()->SetPathcornerPathfinding( false );

	NPCInit();

	m_takedamage = DAMAGE_NO;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::Precache( void )
{
	PrecacheModel( "models/roller_vehicledriver.mdl" );
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::Activate( void )
{
	BaseClass::Activate();

	// Restore doesn't need to do this
	if ( m_hVehicleEntity )
		return;

	// Make sure we've got a vehicle
	if ( m_iszVehicleName == NULL_STRING )
	{
		Warning( "npc_vehicledriver %s has no vehicle to drive.\n", STRING(GetEntityName()) );
		UTIL_Remove( this );
		return;
	}

	m_hVehicleEntity = (gEntList.FindEntityByName( NULL, STRING(m_iszVehicleName) ));
	if ( !m_hVehicleEntity )
	{
		Warning( "npc_vehicledriver %s couldn't find his vehicle named %s.\n", STRING(GetEntityName()), STRING(m_iszVehicleName) );
		UTIL_Remove( this );
		return;
	}

	m_pVehicleInterface = m_hVehicleEntity->GetServerVehicle();
	Assert( m_pVehicleInterface );
	if ( !m_pVehicleInterface->NPC_CanDrive() )
	{
		Warning( "npc_vehicledriver %s doesn't know how to drive vehicle %s.\n", STRING(GetEntityName()), STRING(m_hVehicleEntity->GetEntityName()) );
		UTIL_Remove( this );
		return;
	}

	// We've found our vehicle. Move to it and start following it.
	SetAbsOrigin( m_hVehicleEntity->WorldSpaceCenter() );
	m_pVehicleInterface->NPC_SetDriver( this );

	RecalculateSpeeds();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::OnRestore( void )
{
	BaseClass::OnRestore();
	if ( m_hVehicleEntity )
	{
		m_pVehicleInterface = m_hVehicleEntity->GetServerVehicle();
		Assert( m_pVehicleInterface );
	}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::UpdateOnRemove( void )
{
	// Leave our vehicle
	if ( m_pVehicleInterface )
	{
		m_pVehicleInterface->NPC_SetDriver( NULL );
	}

	BaseClass::UpdateOnRemove();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::PrescheduleThink( void )
{
	if ( !m_hVehicleEntity )
	{
		m_pVehicleInterface = NULL;
		UTIL_Remove( this );
		return;
	}

	// Keep up with my vehicle
	SetAbsOrigin( m_hVehicleEntity->WorldSpaceCenter() );
	SetAbsAngles( m_hVehicleEntity->GetAbsAngles() );

	BaseClass::PrescheduleThink();

	if ( m_NPCState == NPC_STATE_IDLE )
	{
		m_pVehicleInterface->NPC_Brake();
		return;
	}

	// If we've been picked up by something (dropship probably), abort.
	if ( m_hVehicleEntity->GetParent() )
	{
		SetState( NPC_STATE_IDLE );
		ClearWaypoints();
		SetGoalEnt( NULL );
		return;
	}

	DriveVehicle();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_VehicleDriver::SelectSchedule( void )
{
	// Vehicle driver hangs in the air inside the vehicle, so we never need to fall to ground
	ClearCondition( COND_FLOATING_OFF_GROUND );

	if ( HasSpawnFlags(SF_VEHICLEDRIVER_INACTIVE) )
	{
		SetState( NPC_STATE_IDLE );
		return SCHED_VEHICLEDRIVER_INACTIVE;
	}

	if ( GetGoalEnt() )
		return SCHED_VEHICLEDRIVER_DRIVE_PATH;

	switch ( m_NPCState )
	{
	case NPC_STATE_IDLE:
		break;

	case NPC_STATE_ALERT:
		break;

	case NPC_STATE_COMBAT:
		{
			if ( HasCondition(COND_NEW_ENEMY) || HasCondition( COND_ENEMY_DEAD ) )
				return BaseClass::SelectSchedule();

			if ( HasCondition(COND_SEE_ENEMY) )
			{
				// we can see the enemy
				if ( HasCondition(COND_CAN_RANGE_ATTACK2) )
					return SCHED_RANGE_ATTACK2;
				if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
					return SCHED_RANGE_ATTACK1;

				// What to do here? Not necessarily easy to face enemy.
				//if ( HasCondition(COND_NOT_FACING_ATTACK) )
					//return SCHED_COMBAT_FACE;
			}

			// We can see him, but can't shoot him. Just wait and hope he comes closer.
			return SCHED_VEHICLEDRIVER_COMBAT_WAIT;
		}
		break;

	default:
		break;
	}

	return BaseClass::SelectSchedule();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int	CNPC_VehicleDriver::RangeAttack1Conditions( float flDot, float flDist )
{
	// Vehicle not ready to fire again yet?
	if ( m_pVehicleInterface->Weapon_PrimaryCanFireAt() > gpGlobals->curtime )
		return 0;

	// Check weapon range
	float flMinRange, flMaxRange;
	m_pVehicleInterface->Weapon_PrimaryRanges( &flMinRange, &flMaxRange );
	if ( flDist < flMinRange )
		return COND_TOO_CLOSE_TO_ATTACK;
	if ( flDist > flMaxRange )
		return COND_TOO_FAR_TO_ATTACK;

	// Don't shoot backwards
	Vector vecForward;
	Vector vecToTarget = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin());
	VectorNormalize(vecToTarget);
	m_hVehicleEntity->GetVectors( &vecForward, NULL, NULL );
	float flForwardDot = DotProduct( vecForward, vecToTarget );
	if ( flForwardDot < 0 && fabs(flDot) < 0.5 )
		return COND_NOT_FACING_ATTACK;

	return COND_CAN_RANGE_ATTACK1;
}

//=========================================================
// RangeAttack2Conditions
//=========================================================
int CNPC_VehicleDriver::RangeAttack2Conditions( float flDot, float flDist )
{
	// Vehicle not ready to fire again yet?
	if ( m_pVehicleInterface->Weapon_SecondaryCanFireAt() > gpGlobals->curtime )
		return 0;

	// Check weapon range
	float flMinRange, flMaxRange;
	m_pVehicleInterface->Weapon_SecondaryRanges( &flMinRange, &flMaxRange );
	if ( flDist < flMinRange )
		return COND_TOO_CLOSE_TO_ATTACK;
	if ( flDist > flMaxRange )
		return COND_TOO_FAR_TO_ATTACK;

	return COND_CAN_RANGE_ATTACK2;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_VehicleDriver::TranslateSchedule( int scheduleType )
{
	switch ( scheduleType )
	{
	case SCHED_COMBAT_FACE:
		{
			// Vehicles can't rotate, so don't try and face
			return TranslateSchedule( SCHED_CHASE_ENEMY );
		}
		break;

	case SCHED_ALERT_FACE:
		{
			// Vehicles can't rotate, so don't try and face
			return SCHED_ALERT_STAND;
		}
		break;

	case SCHED_CHASE_ENEMY_FAILED:
	case SCHED_FAIL:
		{
			return SCHED_FAIL;
		}
		break;
	}

	return BaseClass::TranslateSchedule(scheduleType);
}

//-----------------------------------------------------------------------------
// Purpose:
// Input  : *pTask -
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_RUN_PATH:
	case TASK_WALK_PATH:
		TaskComplete();
		break;

	case TASK_FACE_IDEAL:
	case TASK_FACE_ENEMY:
		{
			// Vehicle ignores face commands, since it can't rotate on the spot.
			TaskComplete();
		}
		break;

	case TASK_VEHICLEDRIVER_GET_PATH:
		{
			if ( !GetGoalEnt() )
			{
				TaskFail( FAIL_NO_TARGET );
				return;
			}

			CheckForTeleport();

			if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
			{
				NDebugOverlay::Box( GetGoalEnt()->GetAbsOrigin(), -Vector(50,50,50), Vector(50,50,50), 255,255,255, true, 5);
			}

	  		AI_NavGoal_t goal( GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
  			if ( !GetNavigator()->SetGoal( goal ) )
   			{
				TaskFail( FAIL_NO_ROUTE );
				return;
   			}

			TaskComplete();
		}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		{
			if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
			{
				TaskComplete();
				GetNavigator()->StopMoving();		// Stop moving
			}
			else if (!GetNavigator()->IsGoalActive())
			{
				SetIdealActivity( GetStoppedActivity() );
			}
			else
			{
				// Check validity of goal type
				ValidateNavGoal();
			}
		}
		break;

	default:
		BaseClass::StartTask( pTask );
		break;
	}
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_RANGE_ATTACK1:
		{
			// Vehicle driver has no animations, so fire a burst at the target
			CBaseEntity *pEnemy = GetEnemy();
			if ( pEnemy )
			{
				// TODO: Get a bodytarget from the firing point of the gun in the vehicle
				Vector vecTarget = GetEnemy()->BodyTarget( GetAbsOrigin(), false );
				m_pVehicleInterface->NPC_AimPrimaryWeapon( vecTarget );
				m_pVehicleInterface->NPC_PrimaryFire();
				TaskComplete();
			}
			else
			{
				TaskFail(FAIL_NO_ENEMY);
				return;
			}
		}
		break;

	case TASK_RANGE_ATTACK2:
		{
			// Vehicle driver has no animations, so fire a burst at the target
			CBaseEntity *pEnemy = GetEnemy();
			if ( pEnemy )
			{
				// TODO: Get a bodytarget from the firing point of the gun in the vehicle
				Vector vecTarget = GetEnemy()->BodyTarget( GetAbsOrigin(), false );
				m_pVehicleInterface->NPC_AimSecondaryWeapon( vecTarget );
				m_pVehicleInterface->NPC_SecondaryFire();
				TaskComplete();
			}
			else
			{
				TaskFail(FAIL_NO_ENEMY);
				return;
			}
		}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		{
			BaseClass::RunTask( pTask );

			if ( HasCondition(COND_SEE_ENEMY) )
			{
				// we can see the enemy
				if ( HasCondition(COND_CAN_RANGE_ATTACK2) )
				{
					ChainRunTask( TASK_RANGE_ATTACK2, pTask->flTaskData );
				}
				if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
				{
					ChainRunTask( TASK_RANGE_ATTACK1, pTask->flTaskData );
				}
			}
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::GatherEnemyConditions( CBaseEntity *pEnemy )
{
	BaseClass::GatherEnemyConditions(pEnemy);
}

//-----------------------------------------------------------------------------
// Purpose: Overridden because if the player is a criminal, we hate them.
//-----------------------------------------------------------------------------
Disposition_t CNPC_VehicleDriver::IRelationType(CBaseEntity *pTarget)
{
	// If it's the player and they are a criminal, we hate them.
	if (pTarget->Classify() == CLASS_PLAYER)
	{
		if (GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON)
		{
			return(D_NU);
		}
	}

	return(BaseClass::IRelationType(pTarget));
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::OverrideMove( float flInterval )
{
	if ( !m_hVehicleEntity )
		return true;

	// If we don't have a maxspeed, we've been stopped, so abort early
	// Or we've been picked up by something (dropship probably).
	if ( !m_flMaxSpeed || m_hVehicleEntity->GetParent() )
	{
		m_pVehicleInterface->NPC_Brake();
		return true;
	}

	// -----------------------------------------------------------------
	// If I have a route, keep it updated and move toward target
	// ------------------------------------------------------------------
	if (GetNavigator()->IsGoalActive())
	{
		if ( OverridePathMove( flInterval ) )
			return true;
	}

	return true;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::CalculatePostPoints( void )
{
	m_vecPostPoint = m_vecDesiredPosition;
	m_vecPostPostPoint = m_vecDesiredPosition;

	// If we have a waypoint beyond our current, use it instead.
	if ( !GetNavigator()->CurWaypointIsGoal() )
	{
		AI_Waypoint_t *pCurWaypoint = GetNavigator()->GetPath()->GetCurWaypoint();
		m_vecPostPoint = pCurWaypoint->GetNext()->GetPos();
		if ( pCurWaypoint->GetNext()->GetNext() )
		{
			m_vecPostPostPoint = pCurWaypoint->GetNext()->GetNext()->GetPos();
		}
		else
		{
			m_vecPostPostPoint = m_vecPostPoint;
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: Destroy our current waypoints
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::ClearWaypoints( void )
{
	m_vecDesiredPosition = vec3_origin;
	if ( m_pCurrentWaypoint )
	{
		delete m_pCurrentWaypoint;
		m_pCurrentWaypoint = NULL;
	}
	if ( m_pNextWaypoint )
	{
		delete m_pNextWaypoint;
		m_pNextWaypoint = NULL;
	}
}

//-----------------------------------------------------------------------------
// Purpose: We've hit a waypoint. Handle it, and return true if this is the
//			end of the path.
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::WaypointReached( void )
{
	// We reached our current waypoint.
	m_vecPrevPrevPoint = m_vecPrevPoint;
	m_vecPrevPoint = GetAbsOrigin();

	// If we've got to our goal, we're done here.
	if ( GetNavigator()->CurWaypointIsGoal() )
	{
		// Necessary for InPass outputs to be fired, is a no-op otherwise
		GetNavigator()->AdvancePath();

		// Stop pathing
		ClearWaypoints();
		TaskComplete();
		SetGoalEnt( NULL );
		return true;
	}

	AI_Waypoint_t *pCurWaypoint = GetNavigator()->GetPath()->GetCurWaypoint();
	if ( !pCurWaypoint )
		return false;

	// Check to see if the waypoint wants us to change speed
	if ( pCurWaypoint->Flags() & bits_WP_TO_PATHCORNER )
	{
		CBaseEntity *pEntity = pCurWaypoint->hPathCorner;
		if ( pEntity )
		{
			if ( pEntity->m_flSpeed > 0 )
			{
				if ( pEntity->m_flSpeed <= 1.0 )
				{
					m_flDriversMaxSpeed = pEntity->m_flSpeed;
					RecalculateSpeeds();
				}
				else
				{
					Warning("path_track %s tried to tell the npc_vehicledriver to set speed to %.3f. npc_vehicledriver only accepts values between 0 and 1.\n", STRING(pEntity->GetEntityName()), pEntity->m_flSpeed );
				}
			}
		}
	}

	// Get the waypoints for the next part of the path
	GetNavigator()->AdvancePath();
	if ( !GetNavigator()->GetPath()->GetCurWaypoint() )
	{
		ClearWaypoints();
		TaskComplete();
		SetGoalEnt( NULL );
		return true;
	}

	m_vecDesiredPosition = GetNavigator()->GetCurWaypointPos();
	CalculatePostPoints();

	// Move to the next waypoint
	delete m_pCurrentWaypoint;
	m_pCurrentWaypoint = m_pNextWaypoint;
	m_Waypoints[1] = new CVehicleWaypoint( m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint, m_vecPostPostPoint );
	m_pNextWaypoint = m_Waypoints[1];

	// Drop the spline marker back
	m_flDistanceAlongSpline = MAX( 0, m_flDistanceAlongSpline - 1.0 );

	CheckForTeleport();

	return false;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::OverridePathMove( float flInterval )
{
	// Setup our initial path data if we've just started running a path
	if ( !m_pCurrentWaypoint )
	{
		m_vecPrevPoint = GetAbsOrigin();
		m_vecPrevPrevPoint = GetAbsOrigin();
		m_vecDesiredPosition = GetNavigator()->GetCurWaypointPos();
		CalculatePostPoints();

		// Init our two waypoints
		m_Waypoints[0] = new CVehicleWaypoint( m_vecPrevPrevPoint, m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint );
		m_Waypoints[1] = new CVehicleWaypoint( m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint, m_vecPostPostPoint );
		m_pCurrentWaypoint = m_Waypoints[0];
		m_pNextWaypoint = m_Waypoints[1];

		m_flDistanceAlongSpline = 0.2;
	}

	// Have we reached our target? See if we've passed the current waypoint's plane.
	Vector vecAbsMins, vecAbsMaxs;
	CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
	if ( BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pCurrentWaypoint->planeWaypoint ) == 3 )
	{
		if ( WaypointReached() )
			return true;
	}

	// Did we bypass it and reach the next one already?
	if ( m_pNextWaypoint && BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pNextWaypoint->planeWaypoint ) == 3 )
	{
		if ( WaypointReached() )
			return true;
	}

	// We may have just teleported, so check to make sure we have a waypoint
	if ( !m_pCurrentWaypoint || !m_pNextWaypoint )
		return false;

	// Figure out which spline we're trucking along
	CVehicleWaypoint *pCurrentSplineBeingTraversed = m_pCurrentWaypoint;
	if ( m_flDistanceAlongSpline > 1 )
	{
		pCurrentSplineBeingTraversed = m_pNextWaypoint;
	}

	// Get our current speed, and check it against the length of the spline to know how far to advance our marker
	AngularImpulse angVel;
	Vector vecVelocity;
	IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();

	if( !pVehiclePhysics )
	{
		// I think my vehicle has been destroyed.
		return false;
	}

	pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
	float flSpeed = vecVelocity.Length();
	float flIncTime = gpGlobals->curtime - GetLastThink();
	float flIncrement = flIncTime * (flSpeed / pCurrentSplineBeingTraversed->GetLength());

	// Now advance our point along the spline
	m_flDistanceAlongSpline = clamp( m_flDistanceAlongSpline + flIncrement, 0, 2);
	if ( m_flDistanceAlongSpline > 1 )
	{
		// We crossed the spline boundary
		pCurrentSplineBeingTraversed = m_pNextWaypoint;
	}

	Vector vSplinePoint = pCurrentSplineBeingTraversed->GetPointAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );
	Vector vSplineTangent = pCurrentSplineBeingTraversed->GetTangentAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );

	// Now that we've got the target spline point & tangent, use it to decide what our desired velocity is.
	// If we're close to the tangent, just use the tangent. Otherwise, Lerp towards it.
	Vector vecToDesired = (vSplinePoint - GetAbsOrigin());
	float flDistToDesired = VectorNormalize( vecToDesired );
	float flTangentLength = VectorNormalize( vSplineTangent );

	if ( flDistToDesired > (flTangentLength * 0.75) )
	{
		m_vecDesiredVelocity = vecToDesired * flTangentLength;
	}
	else
	{
		VectorLerp( vSplineTangent, vecToDesired * flTangentLength, (flDistToDesired / (flTangentLength * 0.5)), m_vecDesiredVelocity );
	}

	// Decrease speed according to the turn we're trying to make
	Vector vecRight;
	m_hVehicleEntity->GetVectors( NULL, &vecRight, NULL );
	Vector vecNormVel = m_vecDesiredVelocity;
	VectorNormalize( vecNormVel );
	float flDotRight = DotProduct( vecRight, vecNormVel );
	flSpeed = (1.0 - fabs(flDotRight));
	// Don't go slower than we've been told to go
	if ( flSpeed < m_flDriversMinSpeed )
	{
		flSpeed = m_flDriversMinSpeed;
	}
	m_vecDesiredVelocity = vecNormVel * (flSpeed * m_flMaxSpeed);

	// Bunch o'debug
	if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
	{
		NDebugOverlay::Box( m_vecPrevPrevPoint, -Vector(15,15,15), Vector(15,15,15), 192,0,0, true, 0.1);
		NDebugOverlay::Box( m_vecPrevPoint, -Vector(20,20,20), Vector(20,20,20), 255,0,0, true, 0.1);
		NDebugOverlay::Box( m_vecPostPoint, -Vector(20,20,20), Vector(20,20,20), 0,192,0, true, 0.1);
		NDebugOverlay::Box( m_vecPostPostPoint, -Vector(20,20,20), Vector(20,20,20), 0,128,0, true, 0.1);
		NDebugOverlay::Box( vSplinePoint, -Vector(10,10,10), Vector(10,10,10), 0,0,255, true, 0.1);
		NDebugOverlay::Line( vSplinePoint, vSplinePoint + (vSplineTangent * 40), 0,0,255, true, 0.1);

		//NDebugOverlay::HorzArrow( pCurrentSplineBeingTraversed->splinePoints[0], pCurrentSplineBeingTraversed->splinePoints[1], 30, 255,255,255,0, false, 0.1f );
		//NDebugOverlay::HorzArrow( pCurrentSplineBeingTraversed->splinePoints[1], pCurrentSplineBeingTraversed->splinePoints[2], 20, 255,255,255,0, false, 0.1f );
		//NDebugOverlay::HorzArrow( pCurrentSplineBeingTraversed->splinePoints[2], pCurrentSplineBeingTraversed->splinePoints[3], 10, 255,255,255,0, false, 0.1f );

		// Draw the plane we're checking against for waypoint passing
		Vector vecPlaneRight;
		CrossProduct( m_pCurrentWaypoint->planeWaypoint.normal, Vector(0,0,1), vecPlaneRight );
		Vector vecPlane = m_pCurrentWaypoint->splinePoints[2];
		NDebugOverlay::Line( vecPlane + (vecPlaneRight * -100), vecPlane + (vecPlaneRight * 100), 255,0,0, true, 0.1);

		// Draw the next plane too
		CrossProduct( m_pNextWaypoint->planeWaypoint.normal, Vector(0,0,1), vecPlaneRight );
		vecPlane = m_pNextWaypoint->splinePoints[2];
		NDebugOverlay::Line( vecPlane + (vecPlaneRight * -100), vecPlane + (vecPlaneRight * 100), 192,0,0, true, 0.1);
	}

	if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH_SPLINE )
	{
		for ( int i = 0; i < 10; i++ )
		{
			Vector vecTarget = m_pCurrentWaypoint->GetPointAt( 0.1 * i );
			Vector vecTangent = m_pCurrentWaypoint->GetTangentAt( 0.1 * i );
			VectorNormalize(vecTangent);
			NDebugOverlay::Box( vecTarget, -Vector(10,10,10), Vector(10,10,10), 255,0,0, true, 0.1 );
			NDebugOverlay::Line( vecTarget, vecTarget + (vecTangent * 10), 255,255,0, true, 0.1);
		}
	}

	return true;
}

//-----------------------------------------------------------------------------
// Purpose: This takes the current place the NPC's trying to get to, figures out
//			what keys to press to get the vehicle to go there, and then sends
//			them to the vehicle.
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::DriveVehicle( void )
{
	AngularImpulse angVel;
	Vector vecVelocity;
	IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();
	if ( !pVehiclePhysics )
		return;
	pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
	float flSpeed = VectorNormalize( vecVelocity );

	// If we have no target position to drive to, brake to a halt
	if ( !m_flMaxSpeed || m_vecDesiredPosition == vec3_origin )
	{
		if ( flSpeed > 1 )
		{
			m_pVehicleInterface->NPC_Brake();
		}
		return;
	}

	if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
	{
		NDebugOverlay::Box(m_vecDesiredPosition, -Vector(20,20,20), Vector(20,20,20), 0,255,0, true, 0.1);
		NDebugOverlay::Line(GetAbsOrigin(), GetAbsOrigin() + m_vecDesiredVelocity, 0,255,0, true, 0.1);
	}

	m_flGoalSpeed = VectorNormalize(m_vecDesiredVelocity);

	// Is our target in front or behind us?
	Vector vecForward, vecRight;
	m_hVehicleEntity->GetVectors( &vecForward, &vecRight, NULL );
	float flDot = DotProduct( vecForward, m_vecDesiredVelocity );
	bool bBehind = ( flDot < 0 );
	float flVelDot = DotProduct( vecVelocity, m_vecDesiredVelocity );
	bool bGoingWrongWay = ( flVelDot < 0 );

	// Figure out whether we should accelerate / decelerate
	if ( bGoingWrongWay || (flSpeed < m_flGoalSpeed) )
	{
		// If it's behind us, go backwards not forwards
		if ( bBehind )
		{
			m_pVehicleInterface->NPC_ThrottleReverse();
		}
		else
		{
			m_pVehicleInterface->NPC_ThrottleForward();
		}
	}
	else
	{
		// Brake if we're go significantly too fast
		if ( (flSpeed - 200) > m_flGoalSpeed )
		{
			m_pVehicleInterface->NPC_Brake();
		}
		else
		{
			m_pVehicleInterface->NPC_ThrottleCenter();
		}
	}

	// Do we need to turn?
	float flDotRight = DotProduct( vecRight, m_vecDesiredVelocity );
	if ( bBehind )
	{
		// If we're driving backwards, flip our turning
		flDotRight *= -1;
	}
	// Map it to the vehicle's steering
	flDotRight *= (m_flSteering / 90);

	if ( flDotRight < 0 )
	{
		// Turn left
		m_pVehicleInterface->NPC_TurnLeft( -flDotRight );
	}
	else if ( flDotRight > 0 )
	{
		// Turn right
		m_pVehicleInterface->NPC_TurnRight( flDotRight );
	}
	else
	{
		m_pVehicleInterface->NPC_TurnCenter();
	}
}

//-----------------------------------------------------------------------------
// Purpose: Check to see if we should teleport to the current path corner
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::CheckForTeleport( void )
{
	if ( !GetGoalEnt() )
		return;

	CPathTrack *pTrack = dynamic_cast<CPathTrack *>( GetGoalEnt() );
	if ( !pTrack )
		return;

	// Does it have the teleport flag set?
	if ( pTrack->HasSpawnFlags( SF_PATH_TELEPORT ) )
	{
		AddEffects( EF_NOINTERP );

		// Teleport the vehicle to the pathcorner
		Vector vecMins, vecMaxs;
		vecMins = m_hVehicleEntity->CollisionProp()->OBBMins();
		vecMaxs = m_hVehicleEntity->CollisionProp()->OBBMaxs();
		Vector vecTarget = pTrack->GetAbsOrigin() - (vecMins + vecMaxs) * 0.5;
		vecTarget.z += ((vecMaxs.z - vecMins.z) * 0.5) + 8;	// Safety buffer

		// Orient it to face the next point
		QAngle vecAngles = pTrack->GetAbsAngles();
		Vector vecToTarget = vec3_origin;
		if ( pTrack->GetNext() )
		{
			vecToTarget = (pTrack->GetNext()->GetAbsOrigin() - pTrack->GetAbsOrigin());
			VectorNormalize( vecToTarget );

			// Vehicles are rotated 90 degrees
			VectorAngles( vecToTarget, vecAngles );
			vecAngles[YAW] -= 90;
		}
		m_hVehicleEntity->Teleport( &vecTarget, &vecAngles, &vec3_origin );

		// Teleport the driver
		SetAbsOrigin( m_hVehicleEntity->WorldSpaceCenter() );
		SetAbsAngles( m_hVehicleEntity->GetAbsAngles() );

		m_vecPrevPoint = pTrack->GetAbsOrigin();

		// Move to the next waypoint, we've reached this one
		if ( GetNavigator()->GetPath() )
		{
			WaypointReached();
		}

		// Clear our waypoints, because the next waypoint is certainly invalid now.
		ClearWaypoints();
	}
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CNPC_VehicleDriver::GetDefaultNavGoalTolerance()
{
	return 48;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::RecalculateSpeeds( void )
{
	// Get data from the vehicle
	const vehicleparams_t *pParams = m_pVehicleInterface->GetVehicleParams();
	if ( pParams )
	{
		m_flMaxSpeed = pParams->engine.maxSpeed * m_flDriversMaxSpeed;
		m_flSteering = pParams->steering.degreesSlow;
	}
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputSetDriversMaxSpeed( inputdata_t &inputdata )
{
	m_flDriversMaxSpeed = inputdata.value.Float();

	RecalculateSpeeds();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputSetDriversMinSpeed( inputdata_t &inputdata )
{
	m_flDriversMinSpeed = inputdata.value.Float();

	RecalculateSpeeds();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputStartForward( inputdata_t &inputdata )
{
	CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );
	if ( m_NPCState == NPC_STATE_IDLE )
	{
		SetState( NPC_STATE_ALERT );
	}
	SetCondition( COND_PROVOKED );

	RecalculateSpeeds();
}

//-----------------------------------------------------------------------------
// Purpose: Tell the driver to stop moving
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputStop( inputdata_t &inputdata )
{
	m_flMaxSpeed = 0;
}

//-----------------------------------------------------------------------------
// Purpose: Tell the driver to start firing at targets
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputStartFiring( inputdata_t &inputdata )
{
	CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );
	SetCondition( COND_PROVOKED );

	float flMinRange, flMaxRange;
	// If the vehicle has a weapon, set our capability
	if ( m_pVehicleInterface->NPC_HasPrimaryWeapon() )
	{
		CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );
		m_pVehicleInterface->Weapon_PrimaryRanges( &flMinRange, &flMaxRange );

		// Ensure the look distances is long enough
		if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange )
		{
			m_flDistTooFar = flMaxRange;
			SetDistLook( flMaxRange );
		}
	}

	if ( m_pVehicleInterface->NPC_HasSecondaryWeapon() )
	{
		CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK2 );
		m_pVehicleInterface->Weapon_SecondaryRanges( &flMinRange, &flMaxRange );

		// Ensure the look distances is long enough
		if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange )
		{
			m_flDistTooFar = flMaxRange;
			SetDistLook( flMaxRange );
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: Tell the driver to stop firing at targets
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputStopFiring( inputdata_t &inputdata )
{
	// If the vehicle has a weapon, set our capability
	CapabilitiesRemove( bits_CAP_INNATE_RANGE_ATTACK1 );
	CapabilitiesRemove( bits_CAP_INNATE_RANGE_ATTACK2 );
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputGotoPathCorner( inputdata_t &inputdata )
{
	string_t iszPathName = inputdata.value.StringID();
	if ( iszPathName != NULL_STRING )
	{
		CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, iszPathName );
		if ( !pEntity )
		{
			Warning("npc_vehicledriver %s couldn't find entity named %s\n", STRING(GetEntityName()), STRING(iszPathName) );
			return;
		}

		ClearWaypoints();

		// Drive to the point
		SetGoalEnt( pEntity );
		if ( m_NPCState == NPC_STATE_IDLE )
		{
			SetState( NPC_STATE_ALERT );
		}
		SetCondition( COND_PROVOKED );

		// Force him to start forward
		InputStartForward( inputdata );
	}
}

//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------

AI_BEGIN_CUSTOM_NPC( npc_vehicledriver, CNPC_VehicleDriver )

	//Tasks
	DECLARE_TASK( TASK_VEHICLEDRIVER_GET_PATH )

	// Schedules
	DEFINE_SCHEDULE
	(
		SCHED_VEHICLEDRIVER_INACTIVE,

		"	Tasks"
		"		TASK_WAIT_INDEFINITE	0"
		""
		"	Interrupts"
		"		COND_PROVOKED"
	)

	DEFINE_SCHEDULE
	(
		SCHED_VEHICLEDRIVER_COMBAT_WAIT,

		"	Tasks"
		"		TASK_WAIT				5"
		""
		"	Interrupts"
		"		COND_NEW_ENEMY"
		"		COND_LIGHT_DAMAGE"
		"		COND_HEAVY_DAMAGE"
		"		COND_PROVOKED"
		"		COND_CAN_RANGE_ATTACK1"
		"		COND_CAN_RANGE_ATTACK2"
	)

	DEFINE_SCHEDULE
	(
		SCHED_VEHICLEDRIVER_DRIVE_PATH,

		"	Tasks"
		"		TASK_VEHICLEDRIVER_GET_PATH		0"
		"		TASK_WALK_PATH					9999"
		"		TASK_WAIT_FOR_MOVEMENT			0"
		"		TASK_WAIT_PVS					0"
		""
		"	Interrupts"
		"		COND_NEW_ENEMY"
		"		COND_PROVOKED"
	)

AI_END_CUSTOM_NPC()

redpajama_set_name: RedPajamaGithub


This newsletter asks a lot of questions (see article titles) which we hope you'll find informative and even intriguing. We all have questions and perhaps the best way to find answers is to have reliable sources, like books, at our fingertips. For four decades FACT's official publication, Cancer Forum, included a very select listing of books which we felt we're essential for understanding the way the body works and how to regain and maintain optimum health. In short, they contain the essentials of the Biorepair/metabolic healing program that has produced so many long-term recovered patients, as well as so many healthy individuals who never had to deal with a cancer diagnosis.
There are many books out today with catchy titles, proclaiming miracle cures, super foods and supplements for every ill, etc. The books on our list are from a different time, when natural healing therapies were not part of an alternative health industry worth billions a year. These books were written by clinicians with years of experience with a wide range of patients. They are full of wisdom and practical advice. We have now added links to many of these classics on our Donate page, so that you can add them to your library. Take a look!
P.S. We're always glad to hear your questions and comments at info@rethinkingcancer.org. And watch our film on iTunes/Amazon as well as follow us on Twitter, Facebook and our YouTube channel!
More and more of us today are striving to live a healthy lifestyle. We avoid chemicalized, denatured, over-processed foods. We drink pure water instead of municipal tap with its cocktail of toxic additives. We exercise regularly, practice meditation in its many forms and try to get a good night's sleep. But how many of us consider that the clothes we wear may be hazardous to our health?
How About Some Good "Old-Fashioned" Apple Slices?
Fresh apples will naturally brown after being sliced. But you don't need un-brownable GMO apples, whose natural enzymes have been blocked by RNA manipulation, to enjoy un-browned apple slices.
Dip each slice of apple in the orange juice and arrange on a serving plate. The orange juice keeps the slices from turning brown and combines well with the flavor of apple.
Thanks to Nourishing Traditions by Sally Fallon, President of Weston A. Price Foundation, for this recipe.


Comfortable and cheap hotels are numerous and handy in Dallas downtown and around Dallas airport. Take advantage of excellent amenities, facilities and services they offer.
It is hard to decide which hotel is the best hotel in Dallas. Compare latest Dallas hotel prices and amenities.


text:
Q: Why is this jquery post request not working? I'm learning AJAX right now, using jQuery.
When I try to make this registration system it doesn't work:
$('#submitr').click(function () {
    var username = $('#usernamefieldr').val();
    var password = $('#passwordfieldr').val();
    var email = $('#emailfieldr').val();
    alert("ERROR");
    $.post("test.php", {
        input: "register",
        name: username,
        pass: password,
        mail: email
    }, function (data) {
        $("#test").html(data);
        alert(data);
    }).error(function () {
        alert("ERROR");
    });
});

but this function works:
$.post("test.php", {input: "Ajax is working!"}, function(data){
    $("#test").html(data);
});

What am I doing wrong?

A: Your bottom example works:
$.post("test.php", {input: "Ajax is working!"}, function(data){
    $("#test").html(data);
});

But your top doesn't.  Put in dummy data you know will validate properly in test.php and run it:
$.post("test.php", {input: "register", name: "dummyName", pass: "dummyPass", mail: "test@test.com"}, function(data){
    $("#test").html(data);
    alert(data);
});

If it doesn't work and you know you've written that line of JQuery correctly, you likely have a problem in test.php.   If it does, then add your variables one at a time:
$('#submitr').click(function(){

  var username=$('#usernamefieldr').val();

  $.post("test.php", {input: "register", name: username, pass: "dummyPass", mail: "test@test.com"}, function(data){
     $("#test").html(data);
     alert(data);
  });

});
Does it work? If so, add the next var...and so on.  When it breaks you know where the issue is then.
You could also try:
$('#submitr').click(function(){
    $.ajax({
       url:'test.php'
       type: 'post'
       data: $('#form').serialize();
    }).done(function(data){
       $('#test').html(data);
       alert(data);
    }).fail(function(){
       alert('Oh No!');
    });
});

And then just pull the data you need from the $_POST in test.php:
<?php

   $name  = $_POST['name'];
   $pass  = $_POST['pass'];
   $email = $_POST['email'];

   // Do stuff here

?>

redpajama_set_name: RedPajamaStackExchange


Though it is a secular work, it has found its way into church repertoires because it was written by Johann Sebastian Bach, and its lyrics depict the image of a shepherd guarding the sheep so they may graze in safety.
Where a shepherd guards them well.
Which both peace and plenty bring.
The piece is part of a larger work, Cantata No. 208, which was written by Bach in 1713, for the 31st birthday of Duke Christian of Saxe-Weissenfels (Germany). It is also known by another name, The Hunting Cantata, because it was performed after the Duke and his friends returned from a hunting party, a popular activity among the privileged of society.
I haven't read enough to know Bach's intentions when he wrote these words; but in a curious way, at least for me, the words of this musical piece connect with the Gospel reading from John, assigned for this Fourth Sunday of Easter – Good Shepherd Sunday.
What does it mean to have an abundant life?
Let me first tell you what it doesn't mean.
When Jesus promises life in abundance, He doesn't mean an abundance of stuff.
God will not buy you a brand-new Mercedes. God is NOT going to give you whatever you want. God is not going to give you your best life now, to quote a popular prosperity preacher. This is not a prosperity message.
Despite what the prosperity preachers on television will tell you, an abundance of material goods can actually get in the way of life in abundance.
That's because a life of abundance, in this case, refers to an abundance of a life lived in relationship with God.
So much of our life is about protecting ourselves, our families and our possessions. The more we have, the less we are willing to risk. But in trying to protect ourselves, we cut ourselves off from the opportunity to really feel alive, to reach out to others, to show love and provide assistance to someone you don't know.
Living life in abundance means being like Christ to the people around you – taking a risk and speaking and doing as Jesus would have – showing the love of Christ even though you don't know how it will be received.
Jesus Christ is our Good Shepherd, who came down from Heaven, became human, and faced rejection, betrayal, suffering, and death. He laid down his life for his sheep. And in so doing and so dying, he gave us a gift more valuable than any material possession we could ever hope for, the gift of eternal life.
To live an abundant life is to trust implicitly in our relationship with God because then, like Christ, we are set free, transformed by grace, spirit and truth, to be the person God made us to be.
Thursday through Saturday of this week I will be with several of my regional bishop colleagues in Port Huron, Michigan, where Bishop Donald Kreiss and the people of God in the Southeast Michigan Synod will hold their synod assembly. Chief among their items of business will be the election (or re-election) of a bishop. Please hold them in prayer as they discern who will lead their synod for the next six years.
Sunday morning, May 7, I will be in North Lima to worship with the people of God at Good Hope Lutheran Church.
Later that same afternoon, I will celebrate with the people of God at Bethesda-on-the-Bay, in Bay Village, as they install their new pastor, the Rev. Angela Freeman-Riley. That service will begin at 4:30 p.m.
May you safely graze in the goodness of God's abundant grace, mercy, and love, this week and always!


text:
Circasemidian rather than circadian variation of circulating osteoprotegerin in clinical health
R. Tarquini, G. Mazzoccoli, S. Dolenti, P. Gaudiano, C. Comuni, G. Laffi, F. Perfetto, K. Otsuka, G. Cornélissen, F. Halberg
IRCCS Casa Sollievo della Sofferenza
Osteoprotegerin (OPG) serves as a soluble decoy receptor for RANKL to inhibit osteoclast formation and activity. Hormones such as PTH and glucocorticoids have been reported to decrease OPG concentrations, while estrogens, transforming growth factor b, related bone morphogenic factor and thrombopoietin reportedly enhance the OPG production in the osteoblastic and bone stromal cells. Since bone turnover shows a prominent circadian rhythm in laboratory animals and humans, with bone resorption increasing at night, we investigated the time structure of circulating OPG concentrations in a group of nine healthy subjects (six women and three men; in the age range of 26-49 years). Blood samples for OPG determination were collected every 4 h for 24 h on the same day, starting at 08:00 in the morning. Data were analyzed by inferential statistical procedures, including the single and population-mean cosinor. A 12-h component was found to characterize serum OPG concentrations (P = 0.038) with peak concentrations around noon and midnight. No statistically significant circadian rhythm of OPG concentrations could be found by cosinor in our study population. The mean 24-h OPG concentration was higher in women than in men (mean ± S.E.: 3.13 ± 0.44 vs. 1.94 ± 0.26 pmol/l, Student t = 2.325, P = 0.053). Since PTH concentrations also exhibit a bimodal pattern along the 24-h scale, PTH may be tested as a putative determinant of the observed changes in serum concentrations of osteoprotegerin.
Biomedicine and Pharmacotherapy
Bone turnover
Circasemidian
Osteoprotegerin
Dive into the research topics of 'Circasemidian rather than circadian variation of circulating osteoprotegerin in clinical health'. Together they form a unique fingerprint.
Osteoprotegerin Medicine & Life Sciences 100%
Circadian Rhythm Medicine & Life Sciences 18%
Thrombopoietin Medicine & Life Sciences 11%
Laboratory Animals Medicine & Life Sciences 10%
Transforming Growth Factors Medicine & Life Sciences 9%
Osteoclasts Medicine & Life Sciences 9%
Tarquini, R., Mazzoccoli, G., Dolenti, S., Gaudiano, P., Comuni, C., Laffi, G., Perfetto, F., Otsuka, K., Cornélissen, G., & Halberg, F. (2005). Circasemidian rather than circadian variation of circulating osteoprotegerin in clinical health. Biomedicine and Pharmacotherapy, 59(SUPPL. 1). https://doi.org/10.1016/S0753-3322(05)80036-8
Circasemidian rather than circadian variation of circulating osteoprotegerin in clinical health. / Tarquini, R.; Mazzoccoli, G.; Dolenti, S.; Gaudiano, P.; Comuni, C.; Laffi, G.; Perfetto, F.; Otsuka, K.; Cornélissen, G.; Halberg, F.
In: Biomedicine and Pharmacotherapy, Vol. 59, No. SUPPL. 1, 10.2005.
Tarquini, R, Mazzoccoli, G, Dolenti, S, Gaudiano, P, Comuni, C, Laffi, G, Perfetto, F, Otsuka, K, Cornélissen, G & Halberg, F 2005, 'Circasemidian rather than circadian variation of circulating osteoprotegerin in clinical health', Biomedicine and Pharmacotherapy, vol. 59, no. SUPPL. 1. https://doi.org/10.1016/S0753-3322(05)80036-8
Tarquini R, Mazzoccoli G, Dolenti S, Gaudiano P, Comuni C, Laffi G et al. Circasemidian rather than circadian variation of circulating osteoprotegerin in clinical health. Biomedicine and Pharmacotherapy. 2005 Oct;59(SUPPL. 1). https://doi.org/10.1016/S0753-3322(05)80036-8
Tarquini, R. ; Mazzoccoli, G. ; Dolenti, S. ; Gaudiano, P. ; Comuni, C. ; Laffi, G. ; Perfetto, F. ; Otsuka, K. ; Cornélissen, G. ; Halberg, F. / Circasemidian rather than circadian variation of circulating osteoprotegerin in clinical health. In: Biomedicine and Pharmacotherapy. 2005 ; Vol. 59, No. SUPPL. 1.
@article{5e278cd4b2e74fa39be4f7f6f49e5eff,
title = "Circasemidian rather than circadian variation of circulating osteoprotegerin in clinical health",
abstract = "Osteoprotegerin (OPG) serves as a soluble decoy receptor for RANKL to inhibit osteoclast formation and activity. Hormones such as PTH and glucocorticoids have been reported to decrease OPG concentrations, while estrogens, transforming growth factor b, related bone morphogenic factor and thrombopoietin reportedly enhance the OPG production in the osteoblastic and bone stromal cells. Since bone turnover shows a prominent circadian rhythm in laboratory animals and humans, with bone resorption increasing at night, we investigated the time structure of circulating OPG concentrations in a group of nine healthy subjects (six women and three men; in the age range of 26-49 years). Blood samples for OPG determination were collected every 4 h for 24 h on the same day, starting at 08:00 in the morning. Data were analyzed by inferential statistical procedures, including the single and population-mean cosinor. A 12-h component was found to characterize serum OPG concentrations (P = 0.038) with peak concentrations around noon and midnight. No statistically significant circadian rhythm of OPG concentrations could be found by cosinor in our study population. The mean 24-h OPG concentration was higher in women than in men (mean ± S.E.: 3.13 ± 0.44 vs. 1.94 ± 0.26 pmol/l, Student t = 2.325, P = 0.053). Since PTH concentrations also exhibit a bimodal pattern along the 24-h scale, PTH may be tested as a putative determinant of the observed changes in serum concentrations of osteoprotegerin.",
keywords = "Bone turnover, Circadian, Circasemidian, Osteoprotegerin",
author = "R. Tarquini and G. Mazzoccoli and S. Dolenti and P. Gaudiano and C. Comuni and G. Laffi and F. Perfetto and K. Otsuka and G. Corn{\'e}lissen and F. Halberg",
journal = "Biomedicine and Pharmacotherapy",
publisher = "Elsevier Masson SAS",
T1 - Circasemidian rather than circadian variation of circulating osteoprotegerin in clinical health
AU - Tarquini, R.
AU - Mazzoccoli, G.
AU - Dolenti, S.
AU - Gaudiano, P.
AU - Comuni, C.
AU - Laffi, G.
AU - Perfetto, F.
AU - Otsuka, K.
AU - Cornélissen, G.
AU - Halberg, F.
N2 - Osteoprotegerin (OPG) serves as a soluble decoy receptor for RANKL to inhibit osteoclast formation and activity. Hormones such as PTH and glucocorticoids have been reported to decrease OPG concentrations, while estrogens, transforming growth factor b, related bone morphogenic factor and thrombopoietin reportedly enhance the OPG production in the osteoblastic and bone stromal cells. Since bone turnover shows a prominent circadian rhythm in laboratory animals and humans, with bone resorption increasing at night, we investigated the time structure of circulating OPG concentrations in a group of nine healthy subjects (six women and three men; in the age range of 26-49 years). Blood samples for OPG determination were collected every 4 h for 24 h on the same day, starting at 08:00 in the morning. Data were analyzed by inferential statistical procedures, including the single and population-mean cosinor. A 12-h component was found to characterize serum OPG concentrations (P = 0.038) with peak concentrations around noon and midnight. No statistically significant circadian rhythm of OPG concentrations could be found by cosinor in our study population. The mean 24-h OPG concentration was higher in women than in men (mean ± S.E.: 3.13 ± 0.44 vs. 1.94 ± 0.26 pmol/l, Student t = 2.325, P = 0.053). Since PTH concentrations also exhibit a bimodal pattern along the 24-h scale, PTH may be tested as a putative determinant of the observed changes in serum concentrations of osteoprotegerin.
AB - Osteoprotegerin (OPG) serves as a soluble decoy receptor for RANKL to inhibit osteoclast formation and activity. Hormones such as PTH and glucocorticoids have been reported to decrease OPG concentrations, while estrogens, transforming growth factor b, related bone morphogenic factor and thrombopoietin reportedly enhance the OPG production in the osteoblastic and bone stromal cells. Since bone turnover shows a prominent circadian rhythm in laboratory animals and humans, with bone resorption increasing at night, we investigated the time structure of circulating OPG concentrations in a group of nine healthy subjects (six women and three men; in the age range of 26-49 years). Blood samples for OPG determination were collected every 4 h for 24 h on the same day, starting at 08:00 in the morning. Data were analyzed by inferential statistical procedures, including the single and population-mean cosinor. A 12-h component was found to characterize serum OPG concentrations (P = 0.038) with peak concentrations around noon and midnight. No statistically significant circadian rhythm of OPG concentrations could be found by cosinor in our study population. The mean 24-h OPG concentration was higher in women than in men (mean ± S.E.: 3.13 ± 0.44 vs. 1.94 ± 0.26 pmol/l, Student t = 2.325, P = 0.053). Since PTH concentrations also exhibit a bimodal pattern along the 24-h scale, PTH may be tested as a putative determinant of the observed changes in serum concentrations of osteoprotegerin.
KW - Bone turnover
KW - Circadian
KW - Circasemidian
KW - Osteoprotegerin
JO - Biomedicine and Pharmacotherapy
JF - Biomedicine and Pharmacotherapy


The work you do before the interview plays a crucial part in maximising your chance of success in gaining the confidence you need to outperform your competitors. This is your opportunity to sell yourself to the employer! The more prepared you are the easier it will be to manage your nerves and answer the questions to the best of your ability (hopefully avoiding any mental blanks!).
Research the company and the person you're meeting with. Look up their website and find out as much as you can about the organisation such as values, products or services they offer, who their customers and competitors are, structure etc.
Refresh your memory on your own employment history and think about what qualities you have that will serve you well in this new role. Review your skills, abilities and achievements from your history and decide on which you could talk about to demonstrate these competencies. What benefits can you offer? What makes you unique?
Research common interview questions. 'Google is your best friend, practice as many questions as possible prior to the interview' Arron says. Apply the STAR principals to all answers!
Practice interviewing with friends and family or even in front of the mirror. Think about what questions you will be asked, draft your responses and practice, practice, practice.
Also, prepare questions that you want to ask the recruiter at the end of the interview. People often forget in the job hunting process that it is as much you interviewing them about the type of job you want as it is them interviewing you. It also shows the interviewer that you are keen and are interested in the role/company. These could be questions around progression, culture or the business in general, e.g. What kind of person has done well? What will be the priorities for the first six months in the job?
Recruitment Consultant Courtney Harman from Programmed Professionals, describes phone interviews as 'brief introductions', suggesting to keep them short and relevant by 'sticking to the question asked and not going off on tangents'.
Face to face interviews are where you can broaden on your experience and give more in-depth answers to the questions asked.
Make sure you know the details of the interview and take them with you – time, location and who you will be meeting.
Aim to arrive at your interview 10-15 minutes before the agreed time, so that you have enough time to account for any traffic, parking or public transport delays. It also gives you a bit of breathing space to get into the zone and brush off any nervousness.
Dress the part. How you dress reflects on who you are; if you dress casually the interviewer may believe you are not taking the process seriously. Smart business attire is always a good choice.
Ensure your personal hygiene is up-to-scratch: shower, have neat hair, wear clean clothes and pop a mint before you head out the door.
Once called into the interview, try to select a seat that places you directly opposite the interviewer. Wait to sit down until the interviewer offers you a chair or is seated themselves.
Treat the interviewer as a potential colleague and establish a rapport as you would with a peer. Show respect, however, do not place the interviewer on a pedestal!
Listen to the questions asked and try to give a clear and concise answer .
Programmed is a leading Staffing and Maintenance organisation, providing staffing, professional, technical, training and maintenance services across Australia and New Zealand with more than 20,000 employees supporting industry.


Buying shares can supply advantages over saving in deposit accounts: your funding could improve in worth besides paying you dividends. The investor guide serves as an entry level for existing and potential buyers in the BitShares ecosystem. In addition to the charges on your ETFs, ShareOwner applies a cost equal to zero.5 per cent of your account balance yearly to buy your funds and manage your portfolio (a flat $40 monthly is charged for accounts over $100,000).


Previously, this site was created by a fan of Marina Sirtis; as well as being a fan of the Star Trek series. This is where Marina was a cast member.
Marina Sirtis is reknown for her works in the Star Trek franchise for her role as Deanna Troi. Much of her information can be found here.
Marina Sirtis showing off her Tottenham Hotspurs tattoo.
However, I've already published some content on the site about the life of Sirtis. Soon I will be updating the site with some more information about Star Trek; as well as interesting topics about TV shows and upcoming movies. Maybe with time I may create a forum; whereby fans can exchange ideas; as well as critic cinematography working.
When casting Star Trek: The Next Generation; Gene Roddenberry was inspired to ask the exotic-looking Sirtis to audition for a role after seeing the film Aliens with Bob Justman; which featured the prominent Latina character Vasquez; played by Jenette Goldstein. Sirtis and Denise Crosby initially tried out for each other's eventual role on The Next Generation.
Sirtis's character was going to be named Lt. Macha Hernandez; the Security Chief. Gene Roddenberry decided to switch them. Macha Hernandez became Natasha Yar. Sirtis recalls that on the day she received a call offering her the role of Deanna Troi.. However, she was actually packing to return to Britain. This was because her six-month visa had expired.
Deanna Troi's Betazoid abilities allowed her to read the emotions of others. Her position on the Enterprise-D was ship's counselor, looking after the crew's well-being; and a trusted adviser to Captain Picard with a position seated next to him on the bridge.
Initially, the writers found it difficult to write for Troi; even left her out of four of the first season episodes. Sirtis felt her job was in jeopardy after the first season. But was overjoyed when Gene Roddenberry took her aside at Jonathan Frakes's wedding and told her that the season two premiere episode; "The Child" would center on Troi.
Furthermore, Sirtis appeared in all seven seasons of Star Trek: The Next Generation. Her character was developed from a more passive therapist to a tougher Starfleet officer. She has stated her favorite episode is season six's "Face of the Enemy"; in which Troi is kidnapped and surgically altered to pose as a Romulan.
Troi's switching to a standard Starfleet uniform in the same season in "Chain of Command" elevated the character's dignity in Sirtis' eyes. Her enthusiasm in playing her, with Sirtis commenting; "It covered up my cleavage.. and, consequently, I got all my brains back. Simply because when you have a cleavage; you can't have brains in Hollywood.
During her time on the show, she became close friends with her co-stars Jonathan Frakes (who played her on-again/off-again lover Commander Riker); Michael Dorn (Lieutenant Worf, also an on-screen love interest); and Brent Spiner (who played Lieutenant Commander Data). Cast members Spiner and Dorn were groomsmen at her wedding.
Moreover, she usually wore hair-pieces for her role as Deanna Troi in Star Trek: The Next Generation. Sirtis' real hair was slightly shorter; and although curly, was not as bouffant as her character's. However, Sirtis' real hair was used in the pilot episode. Also in the first six episodes of season six; in which Troi sported a more natural looking pony-tailed style.
She was also asked to create an accent that was exactly like her grandmother who was described as a mixture of Eastern European and Hebrew for her character. Although her natural accent is English. Over time, the accent was adjusted and became more Americanized.
Sirtis has also reprized her character of Deanna Troi in the feature films, Star Trek Generations (1994); Star Trek: First Contact (1996); Star Trek: Insurrection (1998); and Star Trek: Nemesis (2002). Furthermore, she also appeared in Star Trek: Voyager for three episodes toward the end of the series (1999 and 2000); and also in the series finale of Star Trek: Enterprise (2005).
Sirtis was delighted to get the chance to do some comedy in Star Trek: First Contact and said; "I loved it because it opened the door to a different side of Troi we'd never seen before. He looked awesome.
Click here to check out the first article; which is all about Marina Sirtis Biography and Her Involvement in Series.


text:
2021 Child Support Guidelines Change
Posted by Matthew T. Desrochers | Mar 19, 2022 | 0 Comments
If you pay or receive child support, it is essential to know how the new 2021 Massachusetts Guidelines impact you. On October 2, 2021, Chief Justice of the Trial Court, Paula M. Carey, signed New Child Support Guidelines for Massachusetts which became effective on October 4, 2021. The purpose of child care is to ensure that each parent is contributing to the needs of their children in proportion to their earnings. If a parent has more parenting time, they are generally paying more expenses directly and will therefore pay a lower percentage of child support. The Guidelines calculation is only a "presumed amount." If there are extenuating circumstances or outside factors that lead to an unfair result, a judge can intervene and modify the child support order. You can calculate your child support obligations by going to the Court's Interactive 2021 Child Support Guidelines. They provide an extensive explanation of all the obligations and answer the most frequently asked questions. Overall, the new guidelines are likely to result in substantial increases in many child support cases.
The following are the most significant changes that were implemented: (1) changing the definition of income, (2) eliminating the cap on health insurance costs, (2) sharing child care costs between the parents, (3) increasing in multiplying factors for families with more than one child, (4) lowering minimum support obligations for extremely low-income payors, and (5) providing higher maximum income level to which the guidelines apply.
Definition of Income: For the purposes of child support, income now includes income from stock options and similar incentives, excluding any income from the coverture allocated at the time of the parties' divorce subject to a child support order. The purpose of this change is to clarify that a party cannot avoid a child support obligation by choosing to be compensated through stock options or by otherwise reclassifying his or her income. In addition, income may include alimony.
Elimination of the cap on health insurance costs: The total costs of health insurance paid by either party remains a deduction before determining available income, but the prior 15% cap of applicable cost has been eliminated.
Sharing of child support costs between the parents: Under the new guidelines, health care costs and child-care costs are treated differently. Child care costs are no longer a deduction from income at the top of the Guidelines worksheet. In a marked departure from the prior regulations, the costs of child-care are now shared proportionately between the parties, regardless of who pays the cost. There is a presumptive limit of $355 per week per child, which is based on a 2018 Massachusetts Department of Education Report. It is important to note that the costs incurred must be "reasonable" and either "due to gainful employment" or "reasonably necessary for education, training or enhanced earning capacity." This is a significant departure from the past guidelines under which a parent paying for child-care was given only a 15% credit for the costs of child-care.
Increasing in multiplying factors for families with more than one child: The 2021 guidelines now provide for incremental increases in the amount of support based on the number of children. Pursuant to this formula, the base child support amount for the second child increases from 25% to 40% with additional children increasing that factor even further.
Lower minimum support obligations for extremely low-income payors: Pursuant to the changes made in 2021, the minimum order when a payor's income is up to $210 per week is now $12 per week, a decrease from the previous order of $25 per week on an income of up to $115 per week. For payors with income between $211 and $249 per week, the order is now between $12 and $20. The Court also now has the discretion to set "$0" orders.
Higher maximum income level to which the guidelines apply: The guidelines now presumptively apply to the first $400,000 ($7,692 per week) of the "combined available incomes" of the parents (previously $250,000 or $4,807 per week). The child support obligation for cases where income exceeds $400,000 is at the court's discretion. That said, the percentage applied to the payor's income above the maximum threshold should be below the percentage applied to the maximum income set forth per the table in the child support guidelines, i.e., 10%. Significantly, this is the first increase of its kind since 2009.
All states are required to revisit their child support guidelines every four years. To determine whether the new guidelines in Massachusetts impact you, it is essential to contact an experienced and knowledgeable family law attorney. For a free consultation, contact the Law Offices of Matthew T. Desrochers P.C. at (781) 279-1822.
Matthew T. Desrochers
Mr. Desrochers is the managing attorney at the office that was founded in 1999. Matthew helps homeowners avoid foreclosure and get out of debt. This work consist of Loan Modification, Short Sales, Chapter 13 and Chapter 7 bankrcupty cases, including mortgage settlement and IRS Offers in Comprom...


text:
OPERATIONAL RESILIENCE
PROTECTION SYSTEMS: Cyber
PROTECTION SYSTEMS: Physical
PROTECTION SYSTEMS: Personnel
PROTECTION SYSTEMS: Knowledge
Without the accounts of those who played a central role in an incident under investigation, or those who have witnessed an important aspect of an event, other sources of material such as CCTV images and forensic material, although extremely important, may have little value. Interviews can therefore provide some of the most valuable information in investigations. ERG has a wealth of experience in conducting both civil and criminal investigations and interviews. We have assisted legal teams representing individuals in civil cases and interviewed witnesses, victims and suspects during serious and complex criminal investigations.
Interviewing is a complex process, which requires both learning and practice to ensure that high standards are achieved and maintained. It is essential that the investigator acts with professionalism and integrity throughout the length of the engagement. Trained to Achieve Best Evidence (ABE) in criminal proceedings, when interviewing victims and witnesses, ERG's skilled interviewers can plan and conduct professional interviews to the highest standard. Effective interviews can support investigations through gathering material, supporting or refuting cases at an early stage, thereby saving time, money and resources and crucially increase stakeholders confidence in the conduct of the investigating body.
Working with Victims and Witnesses
Black's Law dictionary, ninth edition (2009) defines a victim as "a person harmed by a crime, tort or other wrong".
"A witness is considered as a person, other than a defendant, who is likely to give evidence in court. All victims are also witnesses and should be treated as such".
According to Ministry of Justice (2011) Achieving Best Evidence in Criminal Proceedings: Guidance on interviewing victims and witnesses, and guidance on using special measures, significant witnesses, sometimes referred to as 'key' witnesses, are those who:
Have or claim to have witnessed, visually or otherwise, an indictable offence, part of such an offence or events closely connected with it (including any incriminating comments made by the suspected offender either before or after the offence) and/or
Have a particular relationship to the victim or have a central position in an investigation into an indictable offence.
The outcome of an investigation depends largely on the accuracy and detail of the material obtained from witnesses. Many witnesses fear the consequences of providing information. They, therefore, need to be confident that the investigator will deal with the information they provide appropriately. If the investigator establishes trust with the interviewee beforehand, they are more likely to give a full and accurate account. Witnesses have a right to expect that they will be listened to and will receive fair treatment. It is the information provided by witnesses and victims that enables a suspect's version of events to be validated or challenged. In order to support the interview process, ERG interviewers follow the same framework adopted by U.K. Law Enforcement, the PEACE model.
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The theme of the night this time is Sorry, Not Sorry: stories about apologies and non-apologies, confessions and concessions, excuses and explanations, admissions and atonements.
THIS SHOW IS SOLD OUT, THANK YOU SLC!
DO YOU HAVE A STORY TO TELL AT THIS SHOW? Fill out the form below ASAP as we have a couple tickets saved for folks in your predicament! If you don't have a story and want to get on our waiting list, write to us and be sure to let us know how many tickets you're hoping for.
Have you gotten your tickets already? * Yes, I have tickets! No, I still need tickets! No, I still need tickets and am interested in volunteering and/or a storyteller scholarship!


You can print an application or obtain one from the Upward Bound Coordinator at your high school. After you have completed the entire application and attached all supporting documents, please return it to your high school Upward Bound Coordinator by September 30.
We will send an acceptance letter to your home. After you receive the acceptance letter, please contact your high school's Upward Bound Coordinator immediately to receive information on weekly meetings. You will meet with your fellow Upward Bound students and Coordinator at least once a week, for at least 60 minutes to obtain helpful information on successfully completing high school, making good career choices and attending college.


Robots are starting to deliver unprecedented levels of performance. But why now?
Advantech unveils 30-Day Smart Sensors Program, Cloud Enablers, and end-to-end Solution Ready Packages.
PC-DMIS 2018 R2 brings workflow improvements and broader support to the Hexagon Manufacturing ecosystem.
From working alongside humans in pick-and-place operations to material handling in the warehouse, robots are starting to deliver unprecedented levels of performance. But why now? What has changed in the technology's composition that has enabled such a transformation? To a large extent, the answer is the introduction of a multitude of new, innovative sensor technologies.
Numerous factors have converged to position sensing technology as the driving force behind the expansion of robot functionality. For starters, the cost of sensors has steadily declined. Growing use of micro-electro-mechanical systems devices has advanced miniaturization and integration, enabling smaller form factors. Furthermore, sensing devices now boast greater energy efficiency and communications capabilities. All these advantages have proven to be crucial. The heartbeat of robotics' advance, however, lies in sensors' ability to support previously unattainable accuracy and precision.
Users often make the mistake of seeing accuracy and precision as interchangeable. Within the context of robotics, however, the terms have completely different meanings.
Robotics providers define accuracy as the difference between the requested level of performance and the performance actually delivered by the robot. No robot delivers 100% accuracy; there is always a margin of error. As robotics mature and advance, however, the average error rate has dramatically decreased. This is particularly important because a robot's accuracy plays a large part in determining the tasks it can perform.
Developers define precision as a robot's ability to repeatedly perform a programmed task. This is measured by the degree to which a robot can bring its frame or end effector to the same position and orientation over and over again.
Accuracy and precision affect robot performance in two areas. Internal sensors guide the robot's operation, such as its speed and room orientation or its effectors' positions.
Observe an example of this function in the calibration of a robot's axes. The device's control system must adjust this measurement regularly. Mounted on the robot's axes, the measuring sensors (e.g., a linear variable differential transformer displacement sensor) identify the zero point while the axis is being rotated. Without a high level of accuracy here, the robot can only perform simple tasks.
External sensors provide data on the robot's operating environment. This can involve camera systems, temperature sensors to detect the presence of human co-workers and laser triangulation sensors to determining micrometer-precise distances to—and positions of—tools and the production goods. Many of these applications depend on sensors to provide the accurate, high-speed measurements required by advanced functions.
Additionally, the introduction of sensor fusion has enabled even greater accuracy and precision. This technology combines sensory data from multiple disparate sources, providing a more in-depth picture of the parameter of interest than can be determined by individual sensors.
Robot makers are now adding sensor technologies to their designs that enable robots to more accurately sense their work environments and to more precisely perform tasks. These technologies include force torque sensors and tactile sensors.
Force torque sensors help give robots a sense of touch, allowing them to manipulate objects in less-structured environments with more precision, accuracy and flexibility. Instead of simply following a predefined path, robots with force sensing can adjust to real-world variables and sense when a part is complete or in place.
Tactile sensors impart robots with the precision to delicately manipulate physical objects. An application in which these sensors excel is called piston stuffing—the process of inserting a piston into an engine block. In most cases, the gap around the piston measures less than 1/10 the thickness of a human hair. Vision systems aren't precise enough to ensure the accuracy of piston stuffing. Only tactile sensors achieve this level of performance, providing a major productivity boost for automotive manufacturers.
The new sensor technologies deliver greater accuracy and precision. These improvements enhance robot productivity, enable a new class of applications and lay the groundwork for the next generation of robots.


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Skip breadcrumb navigation Home » About Us » Affiliated Programs » ForesTrust
About ABCFP
ABCFP Council
ABCFP ForesTrust
ForesTrust is the ABCFP's registered charity. It provides scholarships and bursaries to forestry students through 11 endowments at eight post-secondary institutions in BC. ForesTrust also provides funding for educational activities focused on how we care for and manage BC's forests. To date, ForesTrust has provided funding to 17 such initiatives, including National Forest Week.
ForesTrust survives through the generosity of ABCFP members and others who donate to the charity. All donations are eligible for a tax receipt, so please, donate now and help support the future of professional forestry.
How You Can Support the Cause
Your donations are tax-deductible. Download the ForesTrust Pledge Form or easily donate online.
You can also dedicate your donation in memory of a colleague or set-up monthly contributions. Contact Nathan Doidge for more information.
Did you know you can bequeath a portion of an estate to ForesTrust? An estate planner can assist with making those arrangements.
ForesTrust Endowments
Wayne Cochrane Memorial Award - Awarded to a student enrolled in the forestry option of the renewable resources program for first year achievement who is intending to pursue registration with the ABCFP.
Website: www.bcit.ca
College of New Caledonia
ABCFP Natural Resources Studies Scholarship - Awarded to a student with a minimum 3.0 GPA who is planning to continue in an ABCFP accredited program and has demonstrated financial need.
ABCFP Forestry Resources Technology Bursary - Awarded to a student with a minimum 3.0 GPA who is planning to continue in an ABCFP accredited program and has demonstrated financial need.
Website: www.cnc.bc.ca
Selkirk College
ABCFP Scholarship - Awarded to a student entering the second year of the forestry technology program intending to pursue registration with the ABCFP.
Website: www.selkirk.ca
ABCFP Award - Awarded to a fourth-year student in the natural resource science program who is intending to pursue registration with the ABCFP.
Website: www.tru.ca
Association of BC Forest Professionals Scholarship in Forestry
This scholarship was endowed by the Association of BC Forest Professionals in 2000. The award is given to an undergraduate student who is entering second year in the Forest Resources Management program. It is awarded to a student who exhibits a combination of academic achievement and extracurricular involvement and is made on the recommendation of the Faculty of Forestry.
Association of BC Forest Professionals Graduating Prize in Forestry
This prize was endowed by the Association of BC Forest Professionals in 2000. The award is given to an undergraduate student with the best graduating thesis and/or the best graduating essay in the Faculty of Forestry. The award is made on the recommendation of the Faculty of Forestry.
Association of BC Forest Professionals Sustainable Forest Management Prize
Established in 2016, this prize was made available through an endowment established by ForesTrust, registered charity of the Association of BC Forest Professionals, for a Master's student in the faculty of Forestry studying sustainable forest management. Preference is given to students enrolled in the Master of Sustainable Forest Management program who have demonstrated academic excellence and leadership skills through their studies and who indicate they intend to practise forestry in BC and become registered with the ABCFP. The award is made on the recommendation of the Faculty of Forestry in consultation with the Faculty of Graduate and Postdoctoral Studies.
Read the UBC report on the history of ABCFP scholarships at the university.
Website: www.ubc.ca
The University of British Columbia Okanagan
ABCFP Award - Awarded to students who have completed one or more years of full-time study and will be continuing in full-time study in the forest resource management program. Awards are given to students who exhibit a combination of academic achievement and extracurricular involvement.
ABCFP Award for Excellence - Awarded to a forestry student (second, third or fourth year) in the natural resources management program who illustrates excellence in academic achievement and student involvement.
ABCFP Bursary - Awarded to a third or fourth year student in the natural resource and environment program (majoring in forestry) who demonstrates financial need. Upon meeting these criteria, selection is based on academic achievement (two prizes available).
Website: www.unbc.ca
ABCFP Award - Awarded to a second-year student in the forest resources technology program who is intending to pursue registration with the ABCFP.
Website: www.viu.ca
To Apply for a Scholarship
Contact the individual institutions directly to find out more information about available scholarships and bursaries, criteria, application procedures and deadlines.