ok, now i got a real problem
lets say the server and one of four clients got an player entity. the client leaves the game. no problem. but! now I want to get the multiplayer pointer of the client-player-entity, so i can remove it with MP_killentity.
I tried many things (REALLY MANY) but nothing worked.
for example to get the multiplayer entity number with MP_GetNextEntityReference(pEntity) (NOTE TO ECG: the manual says it returns nothing, but it seems that it returns the multiplayer reference number.) but... then what?
I can't just say mp_killentity(nameofvarcontainsthenumber)
I also can't use the ptr_for_handle function (ok was a stupid idea) or anything else...
so my question: how can the server remove a entity for every client per "mp_killentity" when the server doesnt own the entity and so doesn't know the multiplayer-entity-pointer?