8110 {
8112 if (!weapon)
8113 return false;
8114
8115
8117
8118
8119
8120 if (obstruction <= 0.0)
8121 {
8122 return false;
8123 }
8124
8125 float penetration = weapon.GetObstructionPenetrationDistance(obstruction);
8126 bool inSights = m_CameraIronsight || m_CameraOptics;
8127
8128
8129 if (inSights)
8130 {
8131 return penetration > 0.040;
8132 }
8133
8134
8135 else
8136 {
8137 return penetration > 0.005;
8138 }
8139 }
override float GetWeaponObstruction()
ItemBase GetItemInHands()