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(); } } }