void kh_Scores_Event(entity player, entity key, string what, float frags_player, float frags_owner) // update the score when a key is captured
{
string s;
void kh_Scores_Event(entity player, entity key, string what, float frags_player, float frags_owner) // update the score when a key is captured
{
string s;
key.angles = key.owner.angles;
#else
setorigin(key, key.owner.origin + key.origin.z * '0 0 1');
key.angles = key.owner.angles;
#else
setorigin(key, key.owner.origin + key.origin.z * '0 0 1');
void kh_Key_Touch(entity this, entity toucher) // runs many, many times when a key has been dropped and can be picked up
{
void kh_Key_Touch(entity this, entity toucher) // runs many, many times when a key has been dropped and can be picked up
{