Forces sending a server->client parameter update for this entity
during the next frame cycle, regardless of the dplay_entrate
entity - the entity whose parameters are to be sent.
This instruction can be used to communicate abrupt changes to the
client, and thus prevent the "overshooting" effect in multiplayer
games due to the movement prediction. The right place for this
instruction is for instance when a bullet hits, or an elevator stops
at its end position. Another possibility for this instruction is to
make sure that the current entity state is sent before its nosend
flag is set.
ent_create("laserflash.mdl",my.x,laserflash); // generate a laser flash
ent_sendnow(my); // force model and position to be sent in the next cycle
wait(1); // make sure it's sent now
my.nosend = on; // don't send anything further
nosend, dplay_entrate, dplay_smooth