? bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, \
ATTEN_MAX) \
: ATTEN_NONE; \
- if (gs) globalsound(MSG_ONE, this, gs, r, chan, VOL_BASEVOICE, atten); \
+ if (gs) \
+ { \
+ if(autocvar_g_debug_globalsounds) \
+ globalsound(MSG_ONE, this, gs, r, chan, VOL_BASEVOICE, atten); \
+ else \
+ soundto(MSG_ONE, this, chan, GlobalSound_sample(gs.m_globalsoundstr, r), VOL_BASE, ATTEN_NORM); \
+ } \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, VOL_BASEVOICE, atten); \
else soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
} \