8714 {
8716 if (!weapon)
8717 return false;
8718
8719
8721
8722
8723
8724 if (obstruction <= 0.0)
8725 {
8726 return false;
8727 }
8728
8729 float penetration = weapon.GetObstructionPenetrationDistance(obstruction);
8730 bool inSights = m_CameraIronsight || m_CameraOptics;
8731
8732
8733 if (inSights)
8734 {
8735 return penetration > 0.040;
8736 }
8737
8738
8739 else
8740 {
8741 return penetration > 0.005;
8742 }
8743 }
override float GetWeaponObstruction()
ItemBase GetItemInHands()