Ballscript.cs prepared for lag compensation implementation

Max, can you please read the comments I made in BallScript.cs and add
comments that describe if I am going to use the stuff for lag
compensation implementation correctly?  I made the assumption as
temporary.  But can you please edit it to describe when I should use
the timestamp from client.cs and the ball positions from game
process.cs in the code I am planning to do?  Here is what I have in
mind right now.  Can you please edit this if the way you structured the
code works differently?  :Timestamp1 = ntpTime()
Aposxaposy = returning the value of NTPTime function after oposxoposy
received,

Timestamp2 = ntpTime()
Bposxbposy = returning the value of NTPTime function after nposxnposy
received,

For (i to n) start from point a to point b
{

	for (i2 to n2)
{
…………..????.........//Predicting all the points from aposxaposy to
bposxbposy
//Use Max’s formula somewhere in here…
}
}