// HasEntityClearLosToEntity
BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY(Entity entity1, Entity entity2, int flags);
Returns: Returns true
if no collider of specified bitmask is hit.
Checks if entity1 has a clear line of sight to entity2. So a simple raycast which if it collides with any of the given colliderTypes returns false.
The direction of the check matters with for example bushes, so checking from inside to outside a bush with traceType 256 returns true, but the other way around returns false.