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Once KVD member values is stored they needs to be "fired" to the game dll with KeyValue (DLLFunc_KeyValue).
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When you fired all necessary KVDs you can use
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dispatchspawn or something
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to physically apply it to your entity.
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And I would use set_pev to change an existing entity's parameters and the changes will automatically be applied to the entity on the next frame/think?
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Immediately.