float  ForceRepVx[3], ForceRepVy[3];  
   for()        
               ForceRepVx[i]=0;
      ForceRepVy[i]=0;
 if(angle[i]>0&&angle[i]<pi/2)
 {
 ForceRepVx[i]=Kvre*(Player[0].Vg-Player[i].Vr)/dist2[i](cos(angle[i])*sin(angle[i])+sin(angle[i])*sin(angle[i]));
 ForceRepVy[i]=Kvre*(Player[0].Vg-Player[i].Vr)/dist2[i](-cos(angle[i])*cos(angle[i])-sin(angle[i])*cos(angle[i]));
 }