| AIMPOINT_PORT | SCR_AIGetAimCompensation | protectedstatic |
| CorrectForSurface(out vector aimCorrectionVector, vector targetPos, vector aimPos, float speedMs, float targetDistance) | SCR_AIGetAimCompensation | |
| CQB_COMPENSATION_MAX_DIST_M | SCR_AIGetAimCompensation | protectedstatic |
| CQB_COMPENSATION_MAX_MULTIPLIER | SCR_AIGetAimCompensation | protectedstatic |
| CreateFixedAimPoint(BaseWeaponComponent currentWeapon, BaseMuzzleComponent currentMuzzle, vector targetPos, vector targetVelocity, float initSpeedCoef, float time) | SCR_AIGetAimCompensation | |
| EOnTaskSimulate(AIAgent owner, float dt) | SCR_AIGetAimCompensation | |
| FIXED_AIM_POINT_LEAD_TIME_FACTOR | SCR_AIGetAimCompensation | protectedstatic |
| FIXED_AIM_POINT_MIN_DIST_M | SCR_AIGetAimCompensation | protectedstatic |
| FIXED_AIM_POINT_MIN_SPEED_MS | SCR_AIGetAimCompensation | protectedstatic |
| FIXED_AIM_POINT_TIMEOUT_FACTOR | SCR_AIGetAimCompensation | protectedstatic |
| FIXED_AIM_POINT_TIMEOUT_LERP_FACTOR | SCR_AIGetAimCompensation | protectedstatic |
| GetDynamicAimCorrectionFactors(out float angleFactor, out float distanceFactor) | SCR_AIGetAimCompensation | |
| GetDynamicAimCorrectionVector(vector targetPos, vector aimVector, vector muzzlePos, vector targetVelocity, float targetDistance) | SCR_AIGetAimCompensation | |
| GetEntityAimData(IEntity entity, float initSpeedCoef, vector targetPos, vector targetVelocity, int iterations, out float targetDistance, out float predictionTime, out vector muzzlePos, out vector muzzleDir) | SCR_AIGetAimCompensation | |
| GetEntityVelocity(IEntity entity) | SCR_AIGetAimCompensation | |
| GetMuzzleAimData(BaseMuzzleComponent currentMuzzle, vector targetPos, vector targetVelocity, int iterations, out float targetDistance, out float predictionTime, out vector muzzlePos, out vector muzzleDir) | SCR_AIGetAimCompensation | |
| GetOnHoverDescription() | SCR_AIGetAimCompensation | protectedstatic |
| GetRelevantEntity(IEntity entity) | SCR_AIGetAimCompensation | |
| GetVariablesIn() | SCR_AIGetAimCompensation | |
| GetVariablesOut() | SCR_AIGetAimCompensation | |
| GL_SURFACE_AIMING_MIN_DIST_M | SCR_AIGetAimCompensation | protectedstatic |
| INITIAL_SPEED_COEFFICIENT | SCR_AIGetAimCompensation | protectedstatic |
| m_aDbgShapes | SCR_AIGetAimCompensation | |
| m_bRangeCompensation | SCR_AIGetAimCompensation | protected |
| m_bVelocityCompensation | SCR_AIGetAimCompensation | protected |
| m_CharacterControllerComponent | SCR_AIGetAimCompensation | protected |
| m_eCurrentWeaponType | SCR_AIGetAimCompensation | protected |
| m_fNextUpdate | SCR_AIGetAimCompensation | protected |
| m_fPointLeadAimPosTimeout | SCR_AIGetAimCompensation | protected |
| m_fPointLeadAimTargetDist | SCR_AIGetAimCompensation | protected |
| m_fRandomFactor | SCR_AIGetAimCompensation | protected |
| m_RelevantShooterEntity | SCR_AIGetAimCompensation | protected |
| m_RelevantTargetEntity | SCR_AIGetAimCompensation | protected |
| m_RelevantTargetEntityType | SCR_AIGetAimCompensation | protected |
| m_ShooterCharacter | SCR_AIGetAimCompensation | protected |
| m_TargetEntity | SCR_AIGetAimCompensation | protected |
| m_UtilityComponent | SCR_AIGetAimCompensation | protected |
| m_vPointLeadAimPos | SCR_AIGetAimCompensation | protected |
| m_WeaponManagerComponent | SCR_AIGetAimCompensation | protected |
| OnInit(AIAgent owner) | SCR_AIGetAimCompensation | |
| s_aVarsIn | SCR_AIGetAimCompensation | protectedstatic |
| s_aVarsOut | SCR_AIGetAimCompensation | protectedstatic |
| SOLUTION_UPDATE_INTERVAL_MS | SCR_AIGetAimCompensation | protectedstatic |
| SURFACE_CORRECTION_MAX_ELEVATION_M | SCR_AIGetAimCompensation | protectedstatic |
| TARGET_ENTITY_PORT | SCR_AIGetAimCompensation | protectedstatic |
| TARGET_POSITION_PORT | SCR_AIGetAimCompensation | protectedstatic |
| ValidateFixedAimPoint(out vector fixedAimPoint, vector targetPos, float time) | SCR_AIGetAimCompensation | |
| VECTOR_IN_PORT | SCR_AIGetAimCompensation | protectedstatic |
| VECTOR_OUT_PORT | SCR_AIGetAimCompensation | protectedstatic |
| VisibleInPalette() | SCR_AIGetAimCompensation | static |