Otherwise, the current entity's origin is used. From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could override the actual PAS or PVS values, or use a different origin. Data sent to current client only. Engine sets argument 'cd' to 0 before calling.
State is the server maintained copy of the state info that is transmitted to the client.
Arguments 'e' and 'ent' are the entity that is being added to the update, if 1 is returneds. Host is the player's edict of the player whom we are sending the update to. Caching the value is valid in that case, but still only for the current frame. Creates baselines used for network encoding, especially for player data since players are not spawned until connect time. Callbacks for network encoding.