











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.


