That calls destroy for all clients and should work fine. I recommend you taking a look at the code with dotPeek.destroying it like that isn't correct though it works.
Tryor Entity.Destory() on a wooden foundation with a furnace on it. you'll see how easy peasy the furnace doesn't get destroyed.C#:NetCull.Destroy((entity.Object as DeployableObject).gameObject);
you will have floating items
is only a cheap trick to destroy the metal window bar but i do not advise it to use.C#:NetCull.Destroy((entity.Object as DeployableObject).gameObject);
What do you think that Entity.Destoy() uses ?
Entity.Destroy() checks if the object has a death effect. If so, it sends an RPC to all clients calling this effect and then calls Netcull.Destroy(). Finally, if the object should have a corpse, it instantiates it.