<P>								// must circumvent PutInHand() since it won't allow
<P>								// things in hand when you're carrying a corpse
<P>								SetInHandPending(None);
<P>								item.Destroy();
<P>								item = None;
<P>							}
<P>							else
<P>							{
<P>								carc.bHidden = True;
<P>								tnmcarcass(carc).CleanBlood();
<P>								carc.Destroy(); //no idea why this wasn't being done.
<P>							}
<P>						}
<P>					}
<P>				}
<P>			}
<P>			else
<P>			{
<P>				if (FastTrace(dropVect))
<P>				{
