Code:
var updateRate;


function control_player()
{
	var oldskill1;
	var save_pan = 0; //stores the entity.pan (needed to find out if the pan has changed)
	
	if(enet_get_connection() == CLIENT_SERVER_MODE) proc_mode = PROC_LATE;
	
	trigger_ctrl();
	
	while(1)
	{
		player_camsys(); //this is cam system of the player, found in player_system.c
		
		//store the keys as bits in a skill1
		my.skill1 = 0;
		my.skill1 |= key_pressed(key_for_str("f")); //forward key in bit0
		my.skill1 |= key_pressed(key_for_str("v"))<<1; //backward key in bit1
		my.skill1 |= key_pressed(key_for_str("c"))<<2; //left key in bit2
		my.skill1 |= key_pressed(key_for_str("b"))<<3; //right key in bit3
		my.skill1 |= key_pressed(key_for_str("Space"))<<4; //right key in bit4

		enet_send_skills(enet_ent_globpointer(my),6,6,SERVER);

		
		if(my.skill1 != oldskill1 && enet_get_connection() != CLIENT_SERVER_MODE) 
		{enet_send_skills(enet_ent_globpointer(my),1,1,SERVER);	oldskill1=my.skill1;} //oldskill1=my.skill1;

		camera.pan -= 2*mouse_force.x; //rotates the entity with the mouse
		camera.tilt += 2*mouse_force.y; //rotates the entity with the mouse
		
		my.pan=camera.pan;
		
		my.skill[2] = camera.pan; //damages the player 
		my.skill[10] = camera.tilt; //damages the player 
		if(save_pan != my.pan) {enet_send_skills(enet_ent_globpointer(my),2,2,-1); save_pan = my.pan;}
		

		enet_send_skills(enet_ent_globpointer(my),10,10,SERVER);

		wait(1);
	}
}

function move_player()
{
	//[UNUSED]var save_pan = 0; //stores the entity.pan (needed to find out if the pan has changed)
	VECTOR save_pos; //stores the entity.pos (needed to find out if the position has changed)
	var timePassed = 0;
	
	while(enet_ent_globpointer(my) == -1) {wait(1);} //wait until the entity gets a global pointer
	
	//pl_animate(1); // this contains the blended animation states
	key_ctrlr(); //controls key inputs
	
	if(enet_ent_creator(enet_ent_globpointer(my)) == enet_get_clientid())
	{ 
		//Every client controls his own player
		control_player();
		control_anim_st();	// this control local animations	
	}
	else
	{
		control_other_anim_st();
	}
	if(enet_get_connection() == SERVER_MODE || enet_get_connection() == CLIENT_SERVER_MODE || enet_get_connection() == CLIENT_MODE )
	{
		//set up the physic stuff
		phent_settype(my, PH_RIGID, PH_BOX);//physik entity definieren & kollision = sphere
		phent_setmass(my, 75, PH_SPHERE);//masse definieren & rotation = sphere
		phent_setdamping(my,100.0, 100.0);//Reibung definieren & drehungsdämpfung nach kollision
		//	phent_setgroup(player, 2);
		
		var forward_key;
		var backward_key;
		var left_key;
		var right_key;
		var space_key;
		
		my.can_jump=0;
		while(1)
		{
			forward_key = my.skill1&0x00000001; //get bit1
			backward_key = (my.skill1&0x00000002)>>1; //get bit2
			left_key = (my.skill1&0x00000004)>>2; //get bit3
			right_key = (my.skill1&0x00000008)>>3; //get bit4
			space_key = (my.skill1&0x000000016)>>4; //get bit5

			phys_ctrl(forward_key,backward_key,left_key,right_key);
			//jump_ctrl(space_key);
			
			if (my.weap_trigger==1)client_shoot();
			
			//sends the position if changed
			if(timePassed >= updateRate)
			{
				vec_set(my.skill[8],my.x);
				enet_send_skills(enet_ent_globpointer(my),8,10,-1); //sends the new skill value
			}
			if(save_pos.x != my.x || save_pos.y != my.y || save_pos.z != my.z) {enet_send_pos(enet_ent_globpointer(my),-1);vec_set(save_pos,my.x);}
			
			//[UNUSED]sends the angles if they changed		
			//[UNUSED]if(save_pan != my.pan) {enet_send_angle(enet_ent_globpointer(my),-1);save_pan = my.pan;}

			timePassed += time_frame;

			wait(1);
		}
	}
	else
	{
		//		my.pan=camera.pan;
		//		my.skill2=my.pan;
		//		enet_send_skills(enet_ent_globpointer(my),2,2,SERVER);
	}

}



basically what i want is for each player to be created as a physics entity on the server[works so far] now i want each client to send the keys pressed to the server, the server then moves that clients' entity and send the positions bac to each client