void handleDrop(GameClient client, MessageIn message)
{
//const int slot = message.readInt16();
//const int amount = message.readInt16();
//Inventory inv(client.character);
//if (ItemClass *ic = itemManager.getItem(inv.getItem(slot)))
//{
// int nb = inv.removeFromSlot(slot, amount);
// Item *item = new Item(ic, amount - nb);
// item.setMap(client.character.getMap());
// item.setPosition(client.character.getPosition());
// if (!GameState::insert(item))
// {
// // The map is full. Put back into inventory.
// inv.insert(ic.getDatabaseID(), amount - nb);
// delete item;
// return;
// }
// Point pt = client.character.getPosition();
// // We store the item in database only when the floor items are meant
// // to be persistent between two server restarts.
// if (!Configuration::getValue("game_floorItemDecayTime", 0))
// {
// // Create the floor item on map
// accountHandler.createFloorItems(client.character.getMap().getID(),
// ic.getDatabaseID(),
// amount, pt.x, pt.y);
// }
// // log transaction
// std::stringstream str;
// str << "User dropped item " << ic.getDatabaseID()
// << " at " << pt.x << "x" << pt.y;
// accountHandler.sendTransaction(client.character.getDatabaseID(),
// TRANS_ITEM_DROP, str.str());
//}
}