ent_preload (ENTITY*);
Preallocates texture memory and mesh for the given entity. This prevents a
delay when the entity is visible the first time. Video memory is automatically
preallocated for entities placed in the current level, but not for entities
that are created during gameplay through
ent_create or ent_morph,
and not for global entities. In a multiplayer system this instruction is only
effective on the client side.
Parameters:
ENTITY* - entity
pointer
Speed:
Slow
Example:
ent_preload(me);
See also:
ent_create,
ent_morph, ent_purge,
ent_remove