return direction * (1-(distance / maximal_distance));
}
vector steerlib_attract2(entity this, vector point, float min_influense,float max_distance,float max_influense)
{
return direction * (1-(distance / maximal_distance));
}
vector steerlib_attract2(entity this, vector point, float min_influense,float max_distance,float max_influense)
{