ent_sendnow(entity):

Forces sending a server->client parameter update for this entity during the next frame cycle, regardless of the dplay_entrate setting.

Parameters:

entity - the entity whose parameters are to be sent.

Remarks:

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.

Speed:

Medium

Edition:

 C   P 

Example:

  ent_create("laserflash.mdl",my.x,laserflash); // generate a laser flash
...
function laserflash
{
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
...
}

See also:

nosend, dplay_entrate, dplay_smooth