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