Network manager player existance check

i have a network manager script that works connections and spawning. problem is that i have 2 player prefabs that are supposed to spawn in different locations. i want the game to check if the first one exists and then spawn the second one. however it always spawns the first one
using UnityEngine;
using System.Collections;

public class Networkmanager : MonoBehaviour
{

		// Use this for initialization
		void Start ()
		{
	
		}
	
		// Update is called once per frame
		void Update ()
		{
	
		}

		private const string typeName = "UniqueGameName";
		private const string gameName = "boxing";
	
		private void StartServer ()
		{
				Network.InitializeServer (4, 25000, !Network.HavePublicAddress ());
				MasterServer.RegisterHost (typeName, gameName);
		}

		void OnServerInitialized ()
		{
				Debug.Log ("Server Initializied");
				SpawnPlayer ();
		}

		void OnGUI ()
		{
				if (!Network.isClient && !Network.isServer) {
						if (GUI.Button (new Rect (100, 100, 250, 100), "Start Server"))
								StartServer ();
						if (GUI.Button (new Rect (100, 250, 250, 100), "Refresh Hosts"))
								RefreshHostList ();
			
						if (hostList != null) {
								for (int i = 0; i < hostList.Length; i++) {
										if (GUI.Button (new Rect (400, 100 + (110 * i), 300, 100), hostList *.gameName))*

_ JoinServer (hostList );_
* }*
* }*
* }*
* }*

* public GameObject playerPrefab1;*
* public GameObject playerPrefab2;*

* private void SpawnPlayer ()*
* {*
* if (GameObject.Find (“networkplayer(Clone)”) == null)*
* Network.Instantiate (playerPrefab1, new Vector3 (0f, 0f, 0f), Quaternion.identity, 0);*
* else*
* if (GameObject.Find (“networkplayer2(Clone)”) == null)*
* Network.Instantiate (playerPrefab2, new Vector3 (2f, 0f, 2f), Quaternion.identity, 0);*
* }*

* private HostData[] hostList;*

* private void RefreshHostList ()*
* {*
* MasterServer.RequestHostList (typeName);*
* }*

* void OnMasterServerEvent (MasterServerEvent msEvent)*
* {*
* if (msEvent == MasterServerEvent.HostListReceived)*
* hostList = MasterServer.PollHostList ();*
* }*

* private void JoinServer (HostData hostData)*
* {*
* Network.Connect (hostData);*
* }*

* void OnConnectedToServer ()*
* {*
* Debug.Log (“Server Joined”);*
* SpawnPlayer ();*
* }*
}

i tried
private void SpawnPlayer ()
{
if (GameObject.Find (“networkplayer(Clone)”) != null)
Network.Instantiate (playerPrefab2, new Vector3 (2f, 0f, 2f), Quaternion.identity, 0);

else
if (GameObject.Find (“networkplayer2(Clone)”) != null)
Network.Instantiate (playerPrefab1, new Vector3 (0f, 0f, 0f), Quaternion.identity, 0);
}
but then nothing would spawn at all

nevermind, fixed it
using UnityEngine;
using System.Collections;

public class Networkmanager : MonoBehaviour
{
		public bool player1exists;
		public bool player2exists;
		public bool clickonce = false;

		[RPC]
		void player1 ()
		{
				if (GameObject.Find ("networkplayer(Clone)") == null)
						player1exists = false;
				else
						player1exists = true;
		}

		[RPC]
		void player2 ()
		{
				if (GameObject.Find ("networkplayer2(Clone)") == null)
						player2exists = false;
				else
						player2exists = true;
		}
		
		void Update ()
		{
				if (clickonce == false) {
						Screen.lockCursor = false;
						Screen.showCursor = true;
				}
				networkView.RPC ("player1", RPCMode.All);
				networkView.RPC ("player2", RPCMode.All);
		}

		private const string typeName = "UniqueGameName";
		private const string gameName = "boxing";
	
		private void StartServer ()
		{
				Network.InitializeServer (4, 25000, !Network.HavePublicAddress ());
				MasterServer.RegisterHost (typeName, gameName);
		}

		void OnServerInitialized ()
		{
				Debug.Log ("Server Initializied");
				
		}

		void OnGUI ()
		{
				if ((Network.isClient || Network.isServer) && clickonce == false) {
						if (player1exists == false) {
								if (GUI.Button (new Rect (100, 100, 250, 100), "Ready")) {
										SpawnPlayer ();
										clickonce = true;
								}
						} else
				if (player1exists == true && player2exists == false)
						if (GUI.Button (new Rect (100, 100, 250, 100), "Ready")) {
								SpawnPlayer ();
								clickonce = true;
						}
				}
				if (!Network.isClient && !Network.isServer) {
						if (GUI.Button (new Rect (100, 100, 250, 100), "Start Server"))
								StartServer ();
						if (GUI.Button (new Rect (100, 250, 250, 100), "Refresh Hosts"))
								RefreshHostList ();
			
						if (hostList != null) {
								for (int i = 0; i < hostList.Length; i++) {
										if (GUI.Button (new Rect (400, 100 + (110 * i), 300, 100), hostList *.gameName))*

_ JoinServer (hostList );_
* }*
* }*
* }*
* }*

* public GameObject playerPrefab1;*
* public GameObject playerPrefab2;*

* private void SpawnPlayer ()*
* {*
* if (player1exists == false) {*
* Network.Instantiate (playerPrefab1, new Vector3 (0f, -0.17f, 0f), Quaternion.identity, 0);*
* } else*
* if (player2exists == false) {*
* Network.Instantiate (playerPrefab2, new Vector3 (2f, -0.17f, 2f), Quaternion.identity, 0);*

* }*
* }*

* private HostData[] hostList;*

* private void RefreshHostList ()*
* {*
* MasterServer.RequestHostList (typeName);*
* }*

* void OnMasterServerEvent (MasterServerEvent msEvent)*
* {*
* if (msEvent == MasterServerEvent.HostListReceived)*
* hostList = MasterServer.PollHostList ();*
* }*

* private void JoinServer (HostData hostData)*
* {*
* Network.Connect (hostData);*
* }*

* void OnConnectedToServer ()*
* {*
* Debug.Log (“Server Joined”);*

* }*
}