Client World Vectors

When I tryed to use ents.FindInBox on Clientside it seems like the vectors are based on the player position instead of the map. Any way to bypass this?

Client world positions are same as servers and no, they aren’t based on clients pos.

I just did the same code on the server and telling the client if it is in the area instead. But when I tested and printed a table of FindInBox the player was allways in it.