--[[
	Keeping track of the players leaving, in case more Ownerships (dinosaurs, essentially) are in play in the level.
	Generalized the functionality so each new instance of Ownership doesn't have it's own event-tracker.
--]]

game:GetService("Players").PlayerRemoving:Connect(function(Player)
	if Owners[Player] then
		Owners[Player]:SetOwner(nil)
		Owners[Player] = nil
	end 
end)

return Ownership
