Both problems are sync between server and client related.
1. If entity env_sprite placed outside the map switching states for it doesnt work for clients, works pretty fine for Server tho.
2. If trigger_Start triggers trigger_if it doesnt affect clients, only server. For example if I want to remove dyn_wall with trigger_if at start of round, only server will see these walls removed and client still have visual and collision of a wall exist. For clients server player phase through the wall and can inflict damage from the other side.