bool isVisible(IEntitySystem* pEntitySystem, IEntity* pEntity, Math::Vec3 shootPos, Math::Vec3 pos, IPhysicalEntity** pSkipEnts = 0, int nSkipEnts = 0, int pierceability = 10) {
ray_hit rayhit;
if (this->RayWorldIntersection(shootPos, pos - shootPos, (int)Enums::entity_query_flags::ent_static | (int)Enums::entity_query_flags::ent_terrain, 0xA0001500 | pierceability, &rayhit, 1, pSkipEnts, nSkipEnts) > 0) {
return pEntitySystem->GetEntityFromPhysics(rayhit.pCollider) == pEntity;
}
return true;
}