void CLocalNetworkBackdoor::EntityDormant( int iEnt, int iSerialNum )
{
	CCachedEntState *pCached = &m_CachedEntState[iEnt];

	IClientNetworkable *pNet = pCached->m_pNetworkable;
	Assert( pNet == entitylist->GetClientNetworkable( iEnt ) );
	if ( pNet )
	{
		Assert( pCached->m_iSerialNumber == pNet->GetIClientUnknown()->GetRefEHandle().GetSerialNumber() );
		if ( pCached->m_iSerialNumber == iSerialNum )
		{
			m_EntsAlive.Set( iEnt );

			// Tell the game code that this guy is now dormant.
			Assert( pCached->m_bDormant == pNet->IsDormant() );
			if ( !pCached->m_bDormant )
			{
				pNet->NotifyShouldTransmit( SHOULDTRANSMIT_END );
				pCached->m_bDormant = true;
			}
		}
		else
		{
			pNet->Release();
			pCached->m_pNetworkable = NULL;
			m_PrevEntsAlive.Clear( iEnt ); 
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Clears all entity lists and releases entities
//-----------------------------------------------------------------------------
void CClientEntityList::Release( void )
{
	// Free all the entities.
	ClientEntityHandle_t iter = FirstHandle();
	ClientEntityHandle_t next;
	while( iter != InvalidHandle() )
	{
		next = NextHandle( iter );
		
		// Try to call release on anything we can.
		IClientNetworkable *pNet = GetClientNetworkableFromHandle( iter );
		if ( pNet )
		{
			pNet->Release();
		}
		else
		{
			// Try to call release on anything we can.
			IClientThinkable *pThinkable = GetClientThinkableFromHandle( iter );
			if ( pThinkable )
			{
				pThinkable->Release();
			}
		}
		RemoveEntity( iter );

		iter = next;
	}

	m_iNumServerEnts = 0;
	m_iMaxServerEnts = 0;
	m_iMaxUsedServerIndex = -1;
}