anchor.diff:      Procedure AddSpring(Index:Integer);
     End;
   
  +  ClothSystem = Class(TERRAObject)
  +    Protected
  +      _SpringCount:Integer;
  +      _Springs:Array Of ClothSpring;
  +      _ParticleCount:Integer;
  +      _Particles:Array Of ClothParticle;
  +
  +      _Mesh:Mesh;
  +      _Group:MeshGroup;
  +      _VertexFormat:VertexFormat;
  +
  +      _lastTime:Cardinal;
  +      _timeSinceLastUpdate:Cardinal;
  +
  +      Procedure InitMesh();
  +      Procedure UpdateMesh();
  +
  +    Public
  +      Constructor Create();
  +      Procedure Release(); Override;
  +      Procedure Reset();
  +      Procedure Simulate();
  +  End;
  +
   Var
  -//Array of springs
  -  numSprings:Integer;
  -  springs:Array Of ClothSpring;
  -
     //What do we want to draw?
     drawParticles, drawSprings, drawTriangles:Boolean;
   
  
positive.code:   For J:=0 To Pred(gridSize-1) Do
      For I:=1 To Pred(gridSize) Do
  		Begin
        springs[currentSpring].Init(currentSpring, J*gridSize+I, (J+1)*gridSize+I-1, naturalLength*sqrt(2.0));
  			Inc(currentSpring);
  		End;
  
  
negative.code: 
  	If(InputManager.Instance.Keys.WasPressed(Ord('R'))) Then
  	Begin
    	//Reset cloth
  		Clothes.Reset();
    End;
  
  
    Clothes.Simulate();
  End;
  
  
  