CWeaponLOSFilter( IHandleEntity *pHandleEntity, IHandleEntity *pHandleEntity2, int collisionGroup ) :
	  CTraceFilterSkipTwoEntities( pHandleEntity, pHandleEntity2, collisionGroup ), m_pVehicle( NULL )
	{
		// If the tracing entity is in a vehicle, then ignore it
		if ( pHandleEntity != NULL )
		{
			CBaseCombatCharacter *pBCC = ((CBaseEntity *)pHandleEntity)->MyCombatCharacterPointer();
			if ( pBCC != NULL )
			{
				m_pVehicle = pBCC->GetVehicleEntity();
			}
		}
	}