RPC Call Error/Failed

Hello I’ve got this error when a other user try to spawn :
RPC call failed because the function ‘Client_ServerLoaded’ does not exist in any script attached to’PlayerManager’

Whole Script:

using UnityEngine;

using System.Collections;

using System.Collections.Generic;

public class MultiplayerManager : MonoBehaviour 
{
	public static MultiplayerManager instance;
	
	public string PlayerName;
	
	private string MatchName = "";
	private string MatchPassword = "";
	private int MatchMaxUsers = 32;
	
	public List<MPPlayer> PlayerList = new List<MPPlayer>();
	public List<MapSettings> MapList = new List<MapSettings>();
	
	public MapSettings CurrentMap = null;
	public int oldprefix;
	public bool IsMatchStarted = false;
	
	//General Multiplayer Modes
	public bool MatchLoaded;
	public MPPlayer MyPlayer;
	public GameObject[] Spawnpoints;
	
	
	void Start()
	{
		instance = this;
		PlayerName = PlayerPrefs.GetString("PlayerName");
		CurrentMap = MapList[0];
		DontDestroyOnLoad(gameObject);
	}
	
	void FixedUpdate()
	{
		instance = this;	
	}
	
	public void StartServer(string servername, string serverpassword, int maxusers)
	{
		MatchName = servername;
		MatchPassword = serverpassword;
		MatchMaxUsers = maxusers;
		Network.InitializeServer(MatchMaxUsers , 2550, false);
		MasterServer.RegisterHost("DeathMatch", MatchName, "");
		//Network.InitializeSecurity();
	}
	
	void OnServerInitialized()
	{
		Server_PlayerJoinRequest(PlayerName, Network.player);
	}
	
	void OnConnectedToServer()
	{
		networkView.RPC("Server_PlayerJoinRequest", RPCMode.Server, PlayerName, Network.player);
	}
	
	void OnPlayerDisconnected(NetworkPlayer id)
	{
		networkView.RPC("Client_RemovePlayer", RPCMode.All, id);
	}
	
	void OnPlayerConnected(NetworkPlayer player)
	{
		foreach(MPPlayer pl in PlayerList)
		{
			networkView.RPC("Client_AddPlayerToList", player, pl.PlayerName, pl.PlayerNetwork);
		}
			networkView.RPC("Client_GetMultiplayerMatchSettings", player, CurrentMap.MapName, "", "");
	}
	
	
	[RPC]
	void Server_PlayerJoinRequest(string playername, NetworkPlayer view)
	{
				
	networkView.RPC("Client_AddPlayerToList", RPCMode.All, playername, view);
	}
	
	[RPC]
	void Client_AddPlayerToList(string playername, NetworkPlayer view)
	{
		MPPlayer tempplayer = new MPPlayer();
		tempplayer.PlayerName  = playername;
		tempplayer.PlayerNetwork = view;
		PlayerList.Add(tempplayer);
		if(Network.player == view)
		{
			MyPlayer = tempplayer;
		}
	}
	
	[RPC]
	void Client_RemovePlayer(NetworkPlayer view)
	{
		MPPlayer temppl = null;
		foreach(MPPlayer pl in PlayerList)
		{
			if(pl.PlayerNetwork == view)
			{
				temppl = pl;
			}
		}
		if(temppl != null)
		{
			PlayerList.Remove(temppl);
		}
	}
	
	[RPC]
	void Client_GetMultiplayerMatchSettings(string map, string mode, string others)
	{
		CurrentMap = GetMap(map);
	}	
	
	public MapSettings GetMap(string name)
	{
		MapSettings get = null;
		
		foreach(MapSettings st in MapList)
		{
			if(st.MapName == name)
			{
				get = st;
				break;
			}
		}
		
		return get;
	}
	
	[RPC]
	void Client_LoadMultiplayerMap(string map, int prefix)
	{
		Network.SetLevelPrefix(prefix);
		Application.LoadLevel(map);
	}
	
	void OnGui()
	{
		if(!MyPlayer.PlayerIsAlive)
			SpawnMenu();
	}
	
	[RPC]
	void Server_SpawnPlayer(NetworkPlayer player)
	{
		int numberspawn = Random.Range(0, Spawnpoints.Length - 1);
		networkView.RPC("", RPCMode.All, player, Spawnpoints[numberspawn].transform.position, Spawnpoints[numberspawn].transform.rotation);
	}
	
	[RPC]
	void Client_SpawnPlayer(NetworkPlayer player, Vector3 position, Quaternion rotation)
	{
		if(player == MyPlayer.PlayerNetwork)
		{
			MyPlayer.PlayerManager.ControllerTransform.position = position;
			MyPlayer.PlayerManager.ControllerTransform.rotation = rotation;
			MyPlayer.PlayerManager.networkView.RPC("Client_PlayerAlive",  RPCMode.Others);
		}
		else
		{
			
		}
	}
	
	void OnLevelWasLoaded()
	{
		if(Application.loadedLevelName == CurrentMap.MapLoadName)
		{
			MatchLoaded = true;
			Spawnpoints = GameObject.FindGameObjectsWithTag("spawnpoint");
		}
	}
	
	//Deathmatch
	void SpawnMenu()
	{
		if(GUI.Button(new Rect(5, Screen.height -40, 250, 35),"Spawn"))
		{
			if(Network.isServer)
				Server_SpawnPlayer(Network.player);
			else
				networkView.RPC("Server_SpawnPlayer", RPCMode.Server, Network.player);
		}
	}
}
[System.Serializable]
public class MPPlayer
{
	public string PlayerName = "";
	public NetworkPlayer PlayerNetwork;
	public PlayerManager PlayerManager;
	public int PlayerHealth = 100;
	public bool PlayerIsAlive;
	public int PlayerKills;
	public int PlayerDeaths;
}
[System.Serializable]
public class MapSettings
{
	public string MapName;
	public string MapLoadName;
	public Texture MapLoadTexture;
}

Replace " MyPlayer.PlayerManager.networkView.RPC(“Client_PlayerAlive”, RPCMode.Others); "
With " MyPlayer.PlayerManager.networkView.RPC(“­Client_PlayerAlive”, RPCMode.All); "