I have it looking like this now:
    CBasePlayer *pAttacker = ( CBasePlayer* )inputInfo.GetAttacker();
    bool bAttackerIsPlayer = pAttacker->IsPlayer();

    if ( pAttacker != this && bAttackerIsPlayer && inputInfo.GetDamage() 
 > 0 )
    {
        CRecipientFilter filter;
        filter.AddRecipient( pAttacker );
        filter.MakeReliable();

        //send announcement to play
        UserMessageBegin( filter, "SendAudio" );
        WRITE_STRING( "HitSound.Blip" );
        MessageEnd();
    }

Crashes are at least gone with this, any idea if it will actually work 
though? sending the sound to the attacker?

James Gray wrote:
> pBaseEntity->IsPlayer()

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