kh_Key_AssignTo(key, player); // this also updates .kh_state\r
}\r
\r
-void kh_Key_DropAll(entity player, float suicide) // runs whenever a player dies\r
+void kh_Key_DropAll(entity player, float suicide) // runs whenever a player dies or gets eaten\r
{\r
entity key;\r
entity mypusher;\r