void	ApplyNewSpringLength()
	{
		ResetSpringLength( (m_flRopeLength + m_flCurSlack + ROPESLACK_FUDGEFACTOR) / (NumNodes() - 1) );
	}
void CBaseRopePhysics::SetupSimulation( float flSpringDist, CSimplePhysics::IHelper *pDelegate )
{
	ResetSpringLength( flSpringDist );
	SetDelegate( pDelegate );
}