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More importantly, you don't need to modify the game's code itself to have true(ish) headcrabless zombies, like I had to for the actual mod.
There might be the side effect of performance impact though. If there is, it's probably because the game's checking the ENTIRE MAP for the generic named npc(s) (every half second), then removing it. You think the game would just have all entity types in a map flagged on a list, so it could check for it much more efficiently, instead of having to scan the entire map.
I'm kind of surprised Valve never gave us the option for actual headcrabless zombies in the first place. I mean, come on, a zombie mod is usually the first type of mod that is created for most FPS games.
I originally used this repeating-timer method for another game called No More Room In Hell, specifically for playing custom maps singleplayer. Many map makers loved to spam the runner-type zombies for the sake of difficulty (or trolling, if we're being honest here) and handling them was incredibly frustrating solo. So I learned how to spawn a timer that would routinely kill those runners as soon as they spawn, or - when a future update added the option - turn them into shamblers instead.
I've never had the timer method of either game cause any lag, but it's certainly true that it can, especially with weaker or older computers.
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