diff --git a/client/entities/characters/player.gd b/client/entities/characters/player.gd
index f904beffceec7d841a5846aa48bf9cbc2de8b9ab..38ae7d07f75f3caf0f0867e9eb84cb415cf016bb 100644
--- a/client/entities/characters/player.gd
+++ b/client/entities/characters/player.gd
@@ -4,11 +4,14 @@ extends KinematicBody
 puppet func getRemoteMovement(position:Vector3):
 	self.set_translation(position)
 
-# Called by the remote player
+# Feedback when hurt
 puppet func hurt(damages:int):
 	print("You suffered a hit and lost " + str(damages) + " HPs !")
-	
+
+# Feedback when killed
 puppet func die(killerId:int):
 	print(str(killerId) + " killed " + self.name)
+	
+	# Hide the killed player (NB: the client is only about inputs and display)
 	self.set_visible(false)
 	
\ No newline at end of file
diff --git a/server/entities/characters/player.gd b/server/entities/characters/player.gd
index b9e94cccdeefb9c8f73936aee91639c08f512a09..c6eb89abfa2203731f884cf8e5793a2d3fae6682 100644
--- a/server/entities/characters/player.gd
+++ b/server/entities/characters/player.gd
@@ -198,13 +198,18 @@ func secondaryAttack():
 func hurt(damages:int, killerId:int):
 	hpNow -= damages
 	
+	# Player still alive
 	if hpNow>0:
 		rpc_id(ownId, "hurt", damages)
-		
+	
+	# Player killed
 	else:
 		rpc("die", killerId)
-		#self.queue_free()
+		
+		# Bool checked in the physics processing
 		isAlive = false
+		
+		# Make the player traversable
 		collisionShape.set_disabled(true)
 
 
diff --git a/server/levels/test/game.gd b/server/levels/test/game.gd
index f09e5567d7fad41a3ecf8625e31bbad407613150..fef26315c0d5a9735640147d204db7b116f8f2f5 100644
--- a/server/levels/test/game.gd
+++ b/server/levels/test/game.gd
@@ -7,5 +7,7 @@ master func sendPlayerInputs(movementInput, jumpInput, jumpId, sprintInput, atta
 	gamestate.get_node("/root/game/"+str(senderId)).getPlayerInputs(movementInput, jumpInput, jumpId, sprintInput, attackStateInput)
 
 
+# When the player enter the area under the map
 func _on_killingFallArea_body_entered(body):
+	# Instant-kill with the server as killer
 	body.hurt(body.hpMax, 0)