function actor_sew(ENTITY*e1,ENTITY*e2)
{
var vert_count_a = ent_status(e1,0);
var vert_count_b = ent_status(e2,0);
var i;
var j;
// CONTACT* c1 = ent_getvertex(e1,NULL,823);
// CONTACT* c2 = ent_getvertex(e2,NULL,399);
//
// var distance = vec_dist(c1.x,c2.x);
//
// STRING* str_disr = "#255";
// str_for_num(str_disr,distance);
// printf(_chr(str_disr));
for(i=0;i<vert_count_a;i++)
{
CONTACT* c1 = ent_getvertex(e1,NULL,i);
for(j=0;j<vert_count_b;j++)
{
CONTACT* c2 = ent_getvertex(e2,NULL,j);
if(vec_dist(c1.x,c2.x) < 0.01)
{
c1.v = NULL;
c1.x = c2.x;
c1.y = c2.y;
c1.z = c2.z;
ent_setvertex(e1,c1,i);
}
}
}
ent_fixnormals(e1,0);
c_updatehull(e1,0);
}