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 );
            }
        }
    }
}
///////////////////////////////////////////////////////////////
//
// CClientModelCacheManagerImpl::ProcessVehicleList
//
///////////////////////////////////////////////////////////////
void CClientModelCacheManagerImpl::ProcessVehicleList(std::map<ushort, float>& outNeedCacheList, const std::vector<CClientVehicle*>& vehicleList,
                                                      float fMaxStreamDistanceSq)
{
    const ulong ulTimeNow = CClientTime::GetTime();
    for (std::vector<CClientVehicle*>::const_iterator iter = vehicleList.begin(); iter != vehicleList.end(); ++iter)
    {
        CClientVehicle* pVehicle = *iter;
        const ushort    usModelId = pVehicle->GetModel();

        if (usModelId < 400 || usModelId > 611)
            continue;

        // Check if currently within distance
        {
            // Check distance
            CVector vecPosition;
            pVehicle->GetPosition(vecPosition);
            float fDistSq = (m_vecCameraPos - vecPosition).LengthSquared();
            if (fDistSq < fMaxStreamDistanceSq)
            {
                // Add model to needed list
                InsertIntoNeedCacheList(outNeedCacheList, usModelId, fDistSq);
                AddProcessStat("p", true, PURESYNC_TYPE_NONE, usModelId, vecPosition, vecPosition);
                continue;
            }
        }

        CClientPlayer* pDriver = DynamicCast<CClientPlayer>(pVehicle->GetControllingPlayer());
        if (!pDriver)
            continue;

        // Check if will be within distance soon
        ePuresyncType syncType = pDriver->GetLastPuresyncType();
        if (syncType == PURESYNC_TYPE_PURESYNC || syncType == PURESYNC_TYPE_LIGHTSYNC)
        {
            ulong ulSyncAge = ulTimeNow - pDriver->GetLastPuresyncTime();
            if (ulSyncAge < 8000)
            {
                // Get velocity from somewhere
                CVector vecVelocity;
                if (syncType == PURESYNC_TYPE_LIGHTSYNC)
                    vecVelocity = pDriver->GetLightsyncCalcedVelocity();
                else
                {
                    pVehicle->GetMoveSpeed(vecVelocity);
                    vecVelocity *= m_fGameFps;
                }

                // Extrapolate position for 2 seconds time
                float   fSecondsToAdd = std::min(6000UL, ulSyncAge + 2000) * 0.001f;
                CVector vecPosition;
                pVehicle->GetPosition(vecPosition);
                CVector vecNewPosition = vecPosition + vecVelocity * fSecondsToAdd;

                // Check distance
                float fDistSq = (m_vecCameraPos - vecNewPosition).LengthSquared();
                if (fDistSq < fMaxStreamDistanceSq)
                {
                    // Add model to needed list
                    InsertIntoNeedCacheList(outNeedCacheList, usModelId, fDistSq);
                    AddProcessStat("l", true, syncType, usModelId, vecPosition, vecNewPosition);
                    continue;
                }
                AddProcessStat("n", false, syncType, usModelId, vecPosition, vecNewPosition);
                continue;
            }
        }
    }
}