As far as I understand it, the client ignores the entity lump when loading a map and just waits for the server to send it information about which entities it needs to spawn where.

I doubt that info_player_spawn itself is ever broadcast to the client.

On 10/11/2010 10:02, Trevor 'Drak' wrote:
Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using 
keyvalues, that allow you to edit/add/remove entity’s durning map loading.
Can this just be handled server side? If I remove an “info_player_spawn” or any 
entity for that matter, because it’s left within the client’s .bsp will this 
cause issues? Same with removing brush based entity’s. Do I have to take care 
of them on the client?

Also, I’m not sure where I should call my class that handles these keyvalue 
files. I want them read/done soon as the map is finished loading server-side.
Thanks!
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