<P>					item.DropFrom(dropVect);
<P>					item.bFixedRotationDir = True;
<P>					item.RotationRate.Pitch = (32768 - Rand(65536)) * 4.0;
<P>					item.RotationRate.Yaw = (32768 - Rand(65536)) * 4.0;
<P>				}
<P>			}
<P>		}
<P>
<P>		// if we failed to drop it, put it back inHand
<P>		if (item != None)
<P>		{
<P>			if (((inHand == None) || (inHandPending == None)) && (item.Physics != PHYS_Falling))
<P>			{
<P>				PutInHand(item);
<P>				ClientMessage(CannotDropHere);
<P>				bDropped = False;
<P>			}
<P>			else
<P>			{
<P>				item.Instigator = Self;
<P>			}
<P>		}
<P>	}
<P>	else if (CarriedDecoration != None)
