<P>	local int i;
<P>
<P>	bDropped = True;
<P>
<P>	if (RestrictInput())
<P>		return False;
<P>
<P>	if (inv == None)
<P>	{
<P>		previousItemInHand = inHand;
<P>		item = inHand;
<P>	}
<P>	else
<P>	{
<P>		item = inv;
<P>	}
<P>
<P>	if (item != None)
<P>	{
<P>		GetAxes(Rotation, X, Y, Z);
<P>		dropVect = Location + (CollisionRadius + 2*item.CollisionRadius) * X;
<P>		dropVect.Z += BaseEyeHeight;
<P>
<P>		// check to see if we're blocked by terrain
<P>		if (!FastTrace(dropVect))
<P>		{
<P>			ClientMessage(CannotDropHere);
