I’m creating a system to create properties for DarkRP in game.
I save the doors to the file as Entity:MapCreationID() and load them back as entities with ents.GetMapCreatedEntity().
So I have the table of doors on the server and send it to the client, but due to this
(At this point the client only knows about the entities that are within the spawnpoints’ PVS) the server sends an entity that is not within the PVS, the client will receive it as NULL entity.
The client only receives the entities at PVS, the rest are null.
So, how can I sync the entities to the client so that the client will have them all in a table?
Would I have to just keep checking if each entity is in the client’s PVS and send them individually as loaded, if so is there an easy way of doing it?