holylib_networking_transmit_ticks
Description
How many ticks to use for holylib_networking_transmit_newweapons & holylib_networking_transmit_onfullupdate.
-1 will instead ensure they are networked until the client acknowledges them, based on the client's max acknowledged tick count, rather than using a fixed tick count. This is more accurate but relies on being able to look up the player's CBaseClient; if that lookup fails, it falls back to a fixed window of 100 ticks in the past.
Any other value is used as a fixed number of ticks counted back from the current tick.