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