void CClientPlayerManager::DoPulse ( void )
{
    unsigned long ulCurrentTime = CClientTime::GetTime ();
    CClientPlayer * pPlayer = NULL;
    vector < CClientPlayer* > ::const_iterator iter = m_Players.begin ();
    for ( ; iter != m_Players.end (); ++iter )
    {
        pPlayer = *iter;

        if ( !pPlayer->IsLocalPlayer () )
        {
            // Pulse voice data if voice is enabled
            if ( g_pClientGame->GetVoiceRecorder()->IsEnabled() && pPlayer->GetVoice() )
                pPlayer->GetVoice()->DoPulse();

            // Flag him with connection error if its been too long since last puresync and force his position
            unsigned long ulLastPuresyncTime = pPlayer->GetLastPuresyncTime ();
            bool bHasConnectionTrouble = ( ulLastPuresyncTime != 0 && ulCurrentTime >= ulLastPuresyncTime + REMOTE_PLAYER_CONNECTION_TROUBLE_TIME );
            if ( bHasConnectionTrouble && !g_pClientGame->IsDownloadingBigPacket () && !pPlayer->IsDeadOnNetwork () )
            {
                pPlayer->SetHasConnectionTrouble ( true );

                // Reset his controller so he doesn't get stuck shooting or something
                CControllerState State;
                memset ( &State, 0, sizeof ( CControllerState ) );
                pPlayer->SetControllerState ( State );

                // Grab his vehicle if any and force the position to where he was last sync
                CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle ();
                if ( pVehicle )
                {
                    // Is he driving the vehicle?
                    if ( pPlayer->GetOccupiedVehicleSeat () == 0 )
                    {
                        // Force his position to where he was last sync
                        pVehicle->SetPosition ( pPlayer->GetLastPuresyncPosition () );
                        pVehicle->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
                        pVehicle->SetTurnSpeed ( CVector ( 0, 0, 0 ) );
                        pPlayer->ResetInterpolation ();
                    }
                }
                else
                {
                    // Force his position to where he was last sync
                    pPlayer->SetPosition ( pPlayer->GetLastPuresyncPosition () );
                    pPlayer->ResetInterpolation ();
                    pPlayer->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
                    pPlayer->ResetInterpolation ();
                }
            }
            else
            {
                pPlayer->SetHasConnectionTrouble ( false );
            }
        }
    }
}
bool CClientProjectileManager::Hook_ProjectileAllow ( CEntity * pGameCreator, eWeaponType weaponType, CVector * origin, float fForce, CVector * target, CEntity * targetEntity )
{
    // Called before projectile creation, we need to decide to allow or cancel it here

    // Is this a local projectile?
    CClientPlayer * pLocalPlayer = m_pManager->GetPlayerManager ()->GetLocalPlayer ();

    // Store the creator/local variables for the next stage
    m_pCreator = m_pManager->FindEntity ( pGameCreator, true );
    m_bIsLocal = ( m_pCreator == pLocalPlayer || ( pLocalPlayer->GetOccupiedVehicleSeat () == 0 && m_pCreator == pLocalPlayer->GetOccupiedVehicle () ) ); 

    return ( m_bCreating || m_bIsLocal );
}