18static proto float GetAimHeightOfNextProjectile(floatdistance, out float time, BaseMuzzleComponent muzzleComp, bool bDirectFire = true);
23static proto float GetHeightFromProjectile(floatdistance, out float time, IEntity projectile, float initSpeedCoef = 1.0, bool bDirectFire = true);
28static proto float GetHeightFromProjectileSource(floatdistance, out float fTimeResult, IEntitySource projectileSource, float initSpeedCoef = 1.0, bool bDirectFire = true);
29/*
30 Retrieves aim hight and time for given projectile at given distance. This method finds the height compensation for the altitude difference between the shooter and the target.
31 Returns false, if the projectile with used starting conditions couldn't reach the target distance with the set altitude difference.
32 If it gives a non-zero heightResult with returned false, it means that we could reach the altitude but not at that distrance.
33 This method currently only works with projectiles with ShellMoveComponent and have undirect fire ballistic table.
34 !Warning: This method simulates the projectile, so it takes considerable time to run!
35 */
36static proto bool GetAimHeightOfProjectileAltitudeFromSource(floatdistance, out float heightResult, out float fTimeResult, IEntitySource projectile, float fAltitudeDifference, float initSpeedCoef = 1.0);
41static proto float GetDistanceOfProjectile(float angle, out float time, IEntity projectile, float initSpeedCoef = 1.0, bool bDirectFire = true);
46static proto float GetDistanceOfProjectileSource(float angle, out float fTimeResult, IEntitySource projectileSource, float initSpeedCoef = 1.0, bool bDirectFire = true);