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static proto float | GetAimHeightOfNextProjectile (float distance, out float time, BaseMuzzleComponent muzzleComp, bool bDirectFire=true) |
| Returns aim height and time for next projectile shot with the muzzle at given distance.
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static proto float | GetHeightFromProjectile (float distance, out float time, IEntity projectile, float initSpeedCoef=1.0, bool bDirectFire=true) |
| Returns aim height and time for given projectile at given distance.
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static proto float | GetHeightFromProjectileSource (float distance, out float fTimeResult, IEntitySource projectileSource, float initSpeedCoef=1.0, bool bDirectFire=true) |
| Returns aim height and time for given projectile source at given distance.
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static proto bool | GetAimHeightOfProjectileAltitudeFromSource (float distance, out float heightResult, out float fTimeResult, IEntitySource projectile, float fAltitudeDifference, float initSpeedCoef=1.0) |
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static proto float | GetDistanceOfProjectile (float angle, out float time, IEntity projectile, float initSpeedCoef=1.0, bool bDirectFire=true) |
| Returns distance and time for given projectile shot at given angle.
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static proto float | GetDistanceOfProjectileSource (float angle, out float fTimeResult, IEntitySource projectileSource, float initSpeedCoef=1.0, bool bDirectFire=true) |
| Returns distance and time for given projectile source shot at given angle.
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◆ GetAimHeightOfNextProjectile()
static proto float BallisticTable.GetAimHeightOfNextProjectile |
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float |
distance, |
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out float |
time, |
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BaseMuzzleComponent |
muzzleComp, |
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bool |
bDirectFire = true |
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) |
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static |
Returns aim height and time for next projectile shot with the muzzle at given distance.
If the distance is further than the max bullet range, it returns negative time and aim height of the projectile max range.
◆ GetAimHeightOfProjectileAltitudeFromSource()
static proto bool BallisticTable.GetAimHeightOfProjectileAltitudeFromSource |
( |
float |
distance, |
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out float |
heightResult, |
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out float |
fTimeResult, |
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IEntitySource |
projectile, |
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float |
fAltitudeDifference, |
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float |
initSpeedCoef = 1.0 |
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) |
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static |
◆ GetDistanceOfProjectile()
static proto float BallisticTable.GetDistanceOfProjectile |
( |
float |
angle, |
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out float |
time, |
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IEntity |
projectile, |
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float |
initSpeedCoef = 1.0 , |
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bool |
bDirectFire = true |
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) |
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static |
Returns distance and time for given projectile shot at given angle.
This should be used if the projectile is not shot with muzzle. For example for grenades. If the angle is not within the ballistic table range, it returns negative time and distance of the nearest angle projectile .
◆ GetDistanceOfProjectileSource()
static proto float BallisticTable.GetDistanceOfProjectileSource |
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float |
angle, |
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out float |
fTimeResult, |
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IEntitySource |
projectileSource, |
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float |
initSpeedCoef = 1.0 , |
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bool |
bDirectFire = true |
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) |
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static |
Returns distance and time for given projectile source shot at given angle.
This should be used if the projectile is not shot with muzzle. For example for grenades. If the angle is not within the ballistic table range, it returns negative time and distance of the nearest angle projectile .
◆ GetHeightFromProjectile()
static proto float BallisticTable.GetHeightFromProjectile |
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float |
distance, |
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out float |
time, |
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IEntity |
projectile, |
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float |
initSpeedCoef = 1.0 , |
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bool |
bDirectFire = true |
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) |
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static |
Returns aim height and time for given projectile at given distance.
This should be used if the projectile is not shot with muzzle. For example for grenades. If the distance is further than the max bullet range, it returns negative time and aim height of the projectile max range.
◆ GetHeightFromProjectileSource()
static proto float BallisticTable.GetHeightFromProjectileSource |
( |
float |
distance, |
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out float |
fTimeResult, |
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IEntitySource |
projectileSource, |
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float |
initSpeedCoef = 1.0 , |
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bool |
bDirectFire = true |
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) |
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static |
Returns aim height and time for given projectile source at given distance.
This should be used if the projectile is not shot with muzzle. For example for grenades. If the distance is further than the max bullet range, it returns negative time and aim height of the projectile max range.
The documentation for this interface was generated from the following file:
- Game/generated/Weapon/BallisticTable.c