local function MuteDeviceHook(listener, speaker) -- don't affect spectators or traitors if speaker:IsTerror() and (not speaker:IsTraitor()) then -- check if a mute device has been planted, maybe check if the speaker is -- close enough, whatever you want... local mute = ShouldSpeakerBeMuted(speaker) -- return false to prevent the listener from hearing the speaker return (not mute) end -- do nothing for all other cases, so TTT can do its own thing for thoseendhook.Add("PlayerCanHearPlayersVoice", "MyMuteDeviceHook", MuteDeviceHook)