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1. Use "EntFire" (like what I suggested before). This doesn't consume entity.
2. Create a simple entity via "SpawnEntityFromTable", like "info_target", & make it stick to certain player by naming the "targetname" the same as the player's name or use "m_hOwnerEntity" netprops to make a player own that entity. Then, use "Think Function" on that entity. That way, you can use multiple think functions (but at the cost of adding several entities, if you give each survivor one entity).