You don’t think I’ve tried the search??

Anyway, 'course I have!
void G_Hitsound(gentity_t *targ,
gentity_t *attacker,
int mod,
qboolean gib,
qboolean headShot)
{
gentity_t *hs_ent;
gclient_t *client;
int snd;
if(!(g_hitsounds.integer & HSF_ENABLE))
return;
if((g_hitsounds.integer & HSF_NO_POISON) && mod == MOD_POISON)
return;
if(!attacker->client)
return;
if(!attacker->client->pers.hitsounds)
return;
if(!targ->client)
return;
if(mod == MOD_GOOMBA)
return;
if(targ->health <= 0 && (g_hitsounds.integer & HSF_SILENT_CORPSE))
return;
client = targ->client;
hs_ent = G_TempEntity(attacker->client->ps.origin,
EV_GLOBAL_CLIENT_SOUND);
hs_ent->s.teamNum = (attacker->client - level.clients);
// default hitsound
snd = G_SoundIndex(g_hitsound_default.string);
if((targ->health <= 0) && (g_hitsounds.integer & HSF_NO_CORPSE_HEAD))
headShot = qfalse;
// vsay "hold your fire" on the first hit of a teammate
// only applies if the player has been hurt before
// and the match is not in warmup.
if(OnSameTeam(targ, attacker)) {
if(!(g_hitsounds.integer & HSF_NO_TEAM_WARN) &&
(!client->lasthurt_mod ||
client->lasthurt_client != attacker->s.number) &&
g_gamestate.integer == GS_PLAYING &&
!gib) {
if(client->sess.sessionTeam == TEAM_AXIS) {
snd = G_SoundIndex(
g_hitsound_team_warn_axis.string);
}
else {
snd = G_SoundIndex(
g_hitsound_team_warn_allies.string);
}
}
else if(headShot) {
if(!(targ->client->ps.eFlags & EF_HEADSHOT)) {
snd = G_SoundIndex(
g_hitsound_team_helmet.string);
}
else {
snd = G_SoundIndex(
g_hitsound_team_head.string);
}
}
else {
snd = G_SoundIndex(g_hitsound_team_default.string);
}
}
else if(headShot) {
if(!(targ->client->ps.eFlags & EF_HEADSHOT))
snd = G_SoundIndex(g_hitsound_helmet.string);
else
snd = G_SoundIndex(g_hitsound_head.string);
}
hs_ent->s.eventParm = snd;
}
Copied that, and, well, nada.