}\r
\r
.float soundtimefilter;\r
+.entity soundownerfilter;\r
void GlobalSound(string sample, float chan, float voicetype)\r
{\r
float n;\r
break;\r
tauntrand = random();\r
FOR_EACH_REALCLIENT(msg_entity)\r
+ {\r
+ msg_entity.soundownerfilter = self;\r
if (tauntrand < msg_entity.cvar_cl_autotaunt)\r
- if not (self.taunt_soundtimefiltered && msg_entity.soundtimefilter > time)\r
+ if not (self.taunt_soundtimefiltered && msg_entity.soundownerfilter.soundtimefilter > time)\r
{\r
if (msg_entity.cvar_cl_voice_directional >= 1)\r
{\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
\r
if(self.taunt_soundtimefiltered)\r
- msg_entity.soundtimefilter = time + msg_entity.cvar_cl_autotaunt_repeat;\r
+ msg_entity.soundownerfilter.soundtimefilter = time + msg_entity.cvar_cl_autotaunt_repeat;\r
}\r
+ }\r
break;\r
case VOICETYPE_TAUNT:\r
if(self.classname == "player")\r