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Any entity that goes beyond ~76 units gets killed off on the client side and if the server doesn't simulate it then it goes into limbo.

Entities that go within ~64 units spawn on the client side, so you see there is a band of overlap to help against network overhead when a client moves back and forth repeatedly.

 

You might consider using TheNet:GetClientTable() for use with client related mods, though you won't have direct entity access using it.

The only thing you'd be getting from it is a table per client that has information about the client, such as: skin information/userid/display name/steam64/equipped items(same info displayed when 'inspecting' someone)/prefab name/other small things.

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