If your camera behaves different on Lan, singleplayer and internet,
you made an error in the first place.

It should be exactly the same camera as in a singleplayergame.

If you happen to use an entity for collisiondetection of the camera,
use ent_creatlocal to create a local entity on the client.
DO NOT! move the clients camera on the server.
No game does it this way, it makes no sense.


There is no special way to create a camera for multiplayer!
The camera is just relevant for the one client, not for the
other clients/the server. So it needs to be purely a clientbased calculation.


Or do you happen not to referr to the camera, but the actor, that the camera is
centering on?
The movement of the actor is not a camera issue.
If the camera lags, because the actor lags, you need to rework the way the actor moves.
(smoothing it with a dummy-actor for example)


Post your cameracode, if you need advice.