half-correct. they reside in their own lump, the static prop lump. the engine loads them -like- entities (they have a client-side render handle etc, and are pretty much identical to entities in that regard) and they do have a serialized index so decals created on the server can be applied to them on the client. but no, they're not "real" entities in that they have no edict;)
as for ignoring the lump; it ignores everything other than client-side map defined stuff, which off the top of my head, i can't remember if there are any by default; i think there is the client side physics props though. the project i'm working on however has a bunch of map specified, client-side only things though (i ignore them during parse on the server, and only parse them on the client) -Tony On Thu, Nov 11, 2010 at 7:49 AM, Tom Edwards <cont...@steamreview.org>wrote: > Those aren't real entities. They are absorbed into the world at compile > time. > > > On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote: > >> Well, doesn't the client load the prop_static entities and the like? >> >> _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders