What I'm trying to do is add split screen play to half-life deathmatch,
currently I have the client rendering from the view of a bot which in
the future will be controlled by additional players through player 1.
The problem is that once player one leaves the area of the player two
bot, the entities in the bot's view disappear.

   // Ignore if not the host and not touching a PVS/PAS leaf
   // If pSet is NULL, then the test will always succeed and the entity
will be added to the update
   if ( ent != host )
   {
       if ( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet ) )
       {
           return 0;
       }
   }

Commenting that code "fixes" the problem but also causes the client to
render every entity in the level causing a noticable drop in performance.
Are there any ways around this?


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