Code:
ent_preload ( ENTITY*);



Quote:


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.