Superku: Use c_updatehull for this. It's slow because it sorts the entitys' bounding box in the collision tree. But if you don't do it in the script, it's done at the end of the frame anyway. The only difference is that with c_updatehull you can determine the frame for the bounding box.

However, normally you can avoid such a situation anyway by proper coding, f.i. tracing an object before and not after displacing it.