void CGameContext::CreateSound(int Sound, int ClientID){ CreateSound(m_apPlayers[ClientID]->m_ViewPos, Sound, CmaskOne(ClientID));}
spectate_next
a bit? I was thinking about only wasting one key for spectate binds and do bind x "+spectate;spectate_next
but it doesnt work too smoth for now. spectate_next
has some weird delay and it keeps switching when it gets hold.