if (pi->morey || pi->carve>-1)
if (pi->morey || !pi->carve().isEmpty())
static void CorpseTarget(const P_CLIENT pC){	int n = 0;	UOXSOCKET s = pC->socket();		int serial = LongFromCharPtr(buffer[s] + 7);	P_ITEM pi = FindItemBySerial(serial);	if (pi != NULL)	{		if (iteminrange(s, pi, 1))		{			npcshape[0] = pi->serial;			action(s, 0x20);			n = 1;			if (pi->more1 == 0)			{				pi->more1 = 1;// corpse being carved...can't carve it anymore								if (pi->morey || pi->carve>-1)				{// if specified, use enhanced carving system!					newCarveTarget(s, pi);// AntiChrist				}				else				{// else use standard carving					switch (pi->amount())					{						case 0x01: 							CarveTarget(s, 0, 2, 0, 0, 0, 0);							break; // Ogre						case 0x02: 							CarveTarget(s, 0, 5, 0, 0, 0, 0);							break; // Ettin						case 0x03: 							break;	// Zombie						case 0x04: 							break;	// Gargoyle						case 0x05: 							CarveTarget(s, 36, 0, 0, 0, 0, 1);							break; // Eagle						case 0x06: 							CarveTarget(s, 25, 0, 0, 0, 0, 1);							break; // Bird						case 0x07: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Orc (with an axe in 2d)						case 0x08: 							break;	// Corpser						case 0x09: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Daemon						case 0x0A: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Daemon (with a sword in 2d)						case 0x0B: 							break;	// Dread Spider						case 0x0C: 							CarveTarget(s, 0, 19, 20, 0, 0, 0);							break; // Dragon (green in t2a/grey in uo:td)						case 0x0D: 							break;	// Air Elemental						case 0x0E: 							break;	// Earth Elemental						case 0x0F: 							break;	// Fire Elemental						case 0x10: 							break;	// Water Elemental						case 0x11: 							CarveTarget(s, 0, 3, 0, 0, 0, 0);							break; // Orc						case 0x12: 							CarveTarget(s, 0, 5, 0, 0, 0, 0);							break; // Ettin (with club in 2d)						case 0x13: 							break;       // Frost Spider						case 0x14: 							break;       // Giant Spider						case 0x15: 							CarveTarget(s, 0, 4, 20, 0, 0, 0);							break; // Giant Serpent						case 0x16: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Gazer						case 0x17: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Dire Wolf						case 0x18: 							break;	// Liche						case 0x19: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Grey Wolf						case 0x1A: 							break;	// Ghoul						case 0x1B: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Grey Wolf (another one)						case 0x1C: 							break;	// Spider						case 0x1D: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Gorilla						case 0x1E: 							CarveTarget(s, 50, 0, 0, 0, 0, 1);							break; // Harpy						case 0x1F: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Headless							// case 0x20: break;	//-NULL-						case 0x21: 							CarveTarget(s, 0, 1, 12, 0, 0, 0);							break; // Lizardman						case 0x22: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // White Wolf						case 0x23: 							CarveTarget(s, 0, 1, 12, 0, 0, 0);							break; // Lizardman (with spear in 2d)						case 0x24: 							CarveTarget(s, 0, 1, 12, 0, 0, 0);							break; // Lizardman (with mace in 2d)						case 0x25: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // White Wolf (another one)						case 0x26: 							break;	// Black Gate Daemon						case 0x27: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Mongbat						case 0x28: 							break;	// Elder Daemon						case 0x29: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Orc (with club in 2d)						case 0x2A: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Ratman						case 0x2B: 							break;	// Ice Fiend						case 0x2C: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Ratman (with axe in 2d)						case 0x2D: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Ratman (with dagger in 2d)						case 0x2E: 							CarveTarget(s, 0, 19, 20, 0, 0, 0);							break; // Ancient Wyrm						case 0x2F: 							break;	// Reaper						case 0x30: 							break;	// Giant Scorpion						case 0x31: 							CarveTarget(s, 0, 19, 20, 0, 0, 0);							break; // White Wyrm						case 0x32: 							break;	// Skeleton						case 0x33: 							break;	// Slime						case 0x34: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Snake						case 0x35: 							CarveTarget(s, 0, 2, 0, 0, 0, 0);							break; // Troll (with axe in 2d)						case 0x36: 							CarveTarget(s, 0, 2, 0, 0, 0, 0);							break; // Troll						case 0x37: 							CarveTarget(s, 0, 2, 0, 0, 0, 0);							break; // Troll (with club in 2d)						case 0x38: 							break;	// Skeleton (with axe in 2d)						case 0x39: 							break;	// Skeleton (with sword in 2d)						case 0x3A: 							break;	// Wisp						case 0x3B: 							CarveTarget(s, 0, 19, 20, 0, 0, 0);							break; // Red Dragon						case 0x3C: 							CarveTarget(s, 0, 10, 20, 0, 0, 0);							break; // Drake (green in t2a/grey in uo:td)						case 0x3D: 							CarveTarget(s, 0, 10, 20, 0, 0, 0);							break; // Red Drake						case 0x3E: 							CarveTarget(s, 0, 10, 20, 0, 0, 0);							break; // Wyvern						case 0x3F: 							CarveTarget(s, 0, 1, 10, 0, 0, 0);							break; // Cougar						case 0x40: 							CarveTarget(s, 0, 1, 0, 2, 0, 0);							break; // Snow Leopard						case 0x41: 							CarveTarget(s, 0, 1, 0, 2, 0, 0);							break; // Snow Leopard (another one)						case 0x42: 							break;       // Swamp Tentacles						case 0x43: 							break;       // Stone Gargoyle						case 0x44: 							break;       // Elder Gazer						case 0x45: 							break;       // Elder Gazer (another one)						case 0x46: 							CarveTarget(s, 0, 0, 0, 0, 0, 0);							break; // Terathan Warrior						case 0x47: 							CarveTarget(s, 0, 0, 0, 0, 0, 0);							break; // Terathan Drone						case 0x48: 							CarveTarget(s, 0, 0, 0, 0, 0, 0);							break; // Terathan Queen						case 0x49: 							break;       // Stone Harpy						case 0x4A: 							CarveTarget(s, 0, 2, 0, 0, 0, 0);							break; // Imp						case 0x4B: 							CarveTarget(s, 0, 4, 0, 0, 0, 0);							break; // Titan						case 0x4C: 							CarveTarget(s, 0, 4, 0, 0, 0, 0);							break; // Cyclopean Warrior						case 0x4D: 							CarveTarget(s, 0, 19, 20, 0, 0, 0);							break; // Kraken						case 0x4E: 							break;       // Lich Lord						case 0x50: 							CarveTarget(s, 0, 10, 2, 0, 0, 0);							break; // Giant Toad						case 0x51: 							CarveTarget(s, 0, 4, 1, 0, 0, 0);							break; // Bullfrog						case 0x52: 							break;       // Lich Lord (another one)						case 0x53: 							CarveTarget(s, 0, 2, 0, 0, 0, 0);							break; // Ogre Lord						case 0x54: 							CarveTarget(s, 0, 2, 0, 0, 0, 0);							break; // Ogre Lord (another one)						case 0x55: 							CarveTarget(s, 0, 5, 7, 0, 0, 0);							break; // Ophidian Mage						case 0x56: 							CarveTarget(s, 0, 5, 7, 0, 0, 0);							break; // Ophidian Warrior						case 0x57: 							CarveTarget(s, 0, 5, 7, 0, 0, 0);							break; // Ophidian Queen						case 0x58: 							CarveTarget(s, 0, 2, 8, 0, 0, 0);							break; // Mountain Goat						case 0x59: 							CarveTarget(s, 0, 4, 20, 0, 0, 0);							break; // Giant Ice Snake						case 0x5A: 							CarveTarget(s, 0, 4, 20, 0, 0, 0);							break; // Giant Lava Snake						case 0x5B: 							CarveTarget(s, 0, 4, 20, 0, 0, 0);							break; // Giant Silver Serpent						case 0x5C: 							CarveTarget(s, 0, 4, 20, 0, 0, 0);							break; // Giant Silver Serpent (another one)						case 0x5D: 							CarveTarget(s, 0, 4, 20, 0, 0, 0);							break; // Giant Silver Serpent (another one)						case 0x5E: 							break;       // Frost Slime						case 0x5F: 							break;       // Leviathan (only works in 2D client)						case 0x60: 							break;       // Frost Slime (another one)						case 0x61: 							break;       // Hell Hound						case 0x62: 							break;       // Hell Hound (another one)						case 0x63: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Dark Wolf						case 0x64: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Silver Wolf						case 0x65: 							CarveTarget(s, 0, 4, 10, 0, 0, 0);							break; // Centaur						case 0x66: 							break;       // Exodus						case 0x67: 							CarveTarget(s, 0, 19, 20, 0, 0, 0);							break; // Asian Dragon						case 0x68: 							break;       // Skeletal Dragon							// case 0x69: break;       //-NULL-						case 0x6A: 							CarveTarget(s, 0, 19, 20, 0, 0, 0);							break; // Shadow Wyrm						case 0x6B: 							break;       // Agapite Elemental						case 0x6C: 							break;       // Bronze Elemental						case 0x6D: 							break;       // Copper Elemental						case 0x6E: 							break;       // Dull Copper Elemental						case 0x6F: 							break;       // Iron Elemental						case 0x70: 							break;       // Valorite Elemental						case 0x71: 							break;       // Verite Elemental						case 0x72: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Dark Steed						case 0x73: 							break;       // Ethereal Horse						case 0x74: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Nightmare						case 0x75: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Silver Steed						case 0x76: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // War Horse (Britannians Faction)						case 0x77: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // War Horse (Mage Council Faction)						case 0x78: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // War Horse (Minax Faction)						case 0x79: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // War Horse (Shadowlords Faction)						case 0x7A: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Unicorn						case 0x7B: 							break;       // Ethereal Warrior (smallest)						case 0x7C: 							break;       // Evil Mage						case 0x7D: 							break;       // Evil Mage Master						case 0x7E: 							break;       // Evil Mage Master (another one)						case 0x7F: 							break;       // Predator Hell Cat						case 0x80: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Pixie (smallest)						case 0x81: 							break;       // Swamp Tentacles (another one)						case 0x82: 							break;       // Blistering Gargoyle						case 0x83: 							break;       // Efreet						case 0x84: 							break;       // Kirin						case 0x85: 							break;       // Small Alligator						case 0x86: 							break;       // Komodo Dragon						case 0x87: 							CarveTarget(s, 0, 2, 0, 0, 0, 0);							break; // Artic Ogre Lord						case 0x88: 							break;       // Ophidian Archmage						case 0x89: 							break;       // Ophidian Knight						case 0x8A: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Orc Lord						case 0x8B: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Orc Lord (another one)						case 0x8C: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Orc Shaman						case 0x8D: 							break;       // Paladin						case 0x8E: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Ratman (another one)						case 0x8F: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Ratman Shaman						case 0x90: 							break;       // Sea Horse						case 0x91: 							CarveTarget(s, 0, 12, 0, 0, 0, 0);							break; // Sea Serpent						case 0x92: 							break;       // Shadowlord						case 0x93: 							break;       // Skeleton Knight						case 0x94: 							break;       // Skeleton Mage						case 0x95: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Succubus (smallest)						case 0x96: 							CarveTarget(s, 0, 10, 0, 0, 0, 0);							break; // Sea Serpent (smallest)						case 0x97: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Dolphin						case 0x98: 							break;       // Terathan Avenger						case 0x99: 							break;       // Ghoul						case 0x9A: 							break;       // Mummy						case 0x9B: 							break;       // Rotting Corpse							// case 0x9C: break;       //-NULL-						case 0x9D: 							break;       // Black Widow Spider (smallest)						case 0x9E: 							break;       // Acid Elemental						case 0x9F: 							break;       // Blood Elemental						case 0xA0: 							break;       // Blood Elemental (another one)						case 0xA1: 							break;       // Ice Elemental						case 0xA2: 							break;       // Poison Elemental						case 0xA3: 							break;       // Snow Elemental						case 0xA4: 							break;       // Energy Vortex						case 0xA5: 							break;       // Black Wisp						case 0xA6: 							break;       // Gold Elemental						case 0xA7: 							CarveTarget(s, 0, 1, 0, 2, 0, 0);							break; // Brown Bear						case 0xA8: 							break;       // Shadow Fiend							// case 0xA9: break;       //-NULL-						case 0xAA: 							break;       // Ethereal Llama						case 0xAB: 							break;       // Ethereal Ostard						case 0xAC: 							CarveTarget(s, 0, 19, 20, 0, 0, 0);							break; // Red Dragon (biggest)						case 0xAD: 							break;       // Black Widow Spider (biggest)						case 0xAE: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Succubus (biggest)						case 0xAF: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Ethereal Warrior (biggest)						case 0xB0: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Pixie (biggest)						case 0xB1: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Nightmare (another one)						case 0xB2: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Nightmare (another one)						case 0xB3: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Nightmare (another one)						case 0xB4: 							CarveTarget(s, 0, 19, 20, 0, 0, 0);							break; // White Wyrm (Retro)						case 0xB5: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Orc Scout						case 0xB6: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Orc Bomber							// case 0xB7-case 0xBA: break; //-NULL-						case 0xBB: 							CarveTarget(s, 0, 15, 0, 0, 0, 0);							break; // Ridgeback						case 0xBC: 							CarveTarget(s, 0, 15, 0, 0, 0, 0);							break; // Savage Ridgeback						case 0xBD: 							CarveTarget(s, 0, 4, 0, 0, 0, 0);							break; // Orc Brute							// case 0xBE-case 0xC7: break; //-NULL-						case 0xC8: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Horse (Dappled Brown)						case 0xC9: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Cat						case 0xCA: 							CarveTarget(s, 0, 1, 12, 0, 0, 0);							break; // Alligator						case 0xCB: 							CarveTarget(s, 0, 6, 0, 0, 0, 0);							break; // Pig						case 0xCC: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Horse (dark)						case 0xCD: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Rabbit						case 0xCE: 							CarveTarget(s, 0, 1, 12, 0 , 0, 0);							break; // Lava Lizard						case 0xCF: 							CarveTarget(s, 0, 3, 0, 0, 1, 0);							break; // Sheep						case 0xD0: 							CarveTarget(s, 25, 0, 0, 0, 0, 1);							break; // Chicken						case 0xD1: 							CarveTarget(s, 0, 2, 8, 0, 0, 0);							break; // Goat Billy						case 0xD2: 							CarveTarget(s, 0, 15, 0, 0, 0, 0);							break; // Desert Ostard						case 0xD3: 							CarveTarget(s, 0, 1, 12, 0, 0, 0);							break; // Bear						case 0xD4: 							CarveTarget(s, 0, 1, 0, 2, 0, 0);							break; // Grizzly Bear						case 0xD5: 							CarveTarget(s, 0, 2, 0, 3, 0, 0);							break; // Polar Bear						case 0xD6: 							CarveTarget(s, 0, 1, 10, 0, 0, 0);							break; // Panther						case 0xD7: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Giant Rat						case 0xD8: 							CarveTarget(s, 0, 8, 12, 0, 0, 0);							break; // Cow (black)						case 0xD9: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Hound						case 0xDA: 							CarveTarget(s, 0, 15, 0, 0, 0, 0);							break; // Frenzied Ostard						case 0xDB: 							CarveTarget(s, 0, 15, 0, 0, 0, 0);							break; // Forest Ostard						case 0xDC: 							CarveTarget(s, 0, 1, 12, 0, 0, 0);							break; // Llama						case 0xDD: 							CarveTarget(s, 0, 1, 12, 0, 0, 0);							break; // Walrus							// case 0xDE: break;	//-NULL-						case 0xDF: 							CarveTarget(s, 0, 3, 0, 0, 0, 0);							break; // Sheep (Shorn)						case 0xE1: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Timber Wolf						case 0xE2: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Horse (Dappled Grey)							// case 0xE3: break;	//-NULL-						case 0xE4: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Horse (tan)							// case 0xE5: break;	//-NULL-							// case 0xE6: break;	//-NULL-						case 0xE7: 							CarveTarget(s, 0, 8, 12, 0, 0, 0);							break; // Spotted Cow						case 0xE8: 							CarveTarget(s, 0, 10, 15, 0, 0, 0);							break; // Brown Bull						case 0xE9: 							CarveTarget(s, 0, 10, 15, 0, 0, 0);							break; // Spotted Bull						case 0xEA: 							CarveTarget(s, 0, 6, 15, 0, 0, 0);							break; // Great Heart							// case 0xEB: break;	//-NULL-							// case 0xEC: break;	//-NULL-						case 0xED: 							CarveTarget(s, 0, 5, 8, 0, 0, 0);							break; // Hind						case 0xEE: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Sewer Rat							// case 0xEF-case 0xFF: break; //-NULL-						case 0x0122: 							CarveTarget(s, 0, 10, 0, 0, 0, 0);							break; // Boar							// case 0x0123: break;   //-NULL-						case 0x0124: 							CarveTarget(s, 0, 1, 12, 0, 0, 0);							break; // Pack Llama							// case 0x0125-case 0x01A5: break; //-NULL						case 0x01A4: 							break;     // Blonde Boy (only in pre-t2a relases)						case 0x01A5: 							break;     // Brunette Boy (only in pre-t2a relases)						case 0x01A6: 							break;     // Toddler Girl (only in pre-t2a relases)						case 0x01A7: 							break;     // Brunette Girl (only in pre-t2a relases)							// case 0x01A8-case 0x02EF: break; //-NULL-						case 0x02F0: 							break;     // Iron Golem						case 0x02F1: 							break;     // Gargoyle Slave						case 0x02F2: 							break;     // Gargoyle Enforcer						case 0x02F3: 							break;     // Gargoyle Guard						case 0x02F4: 							break;     // Exodus Clockwork Overseer						case 0x02F5: 							break;     // Exodus Clockwork Minion						case 0x02F6: 							break;     // Gargoyle Shopkeeper							// case 0x02F7-case 0xFA: break; //-NULL-						case 0x02FB: 							break;     // Exodus Clockwork Minion (biggest)						case 0x02FC: 							break;     // Juka Warrior						case 0x02FD: 							break;     // Juka Mage						case 0x02FE: 							break;     // Kabur (NPC)						case 0x02FF: 							break;     // Blackthorn Cohort						case 0x0300: 							break;     // Juggernaut						case 0x0301: 							break;     // Future Blackthorn (NPC)						case 0x0302: 							break;     // Meer Mage						case 0x0303: 							break;     // Meer Warrior						case 0x0304: 							break;     // Adranath (NPC)						case 0x0305: 							break;     // Capitain Dasha (NPC)						case 0x0306: 							break;     // Dawn Girl (NPC)							// case 0x0307: break;     //Plague Beast (not working yet)						case 0x0308: 							break;     //Horde Demon (smallest)							// case 0x0309: break;     //Doppleganger (not working yet)							// case 0x030A: break;     //Swarm (not working yet)							// case 0x030B: break;     //Bogling (not working yet)							// case 0x030C: break;     //Bog Thing (not working yet)							// case 0x030D: break;     //Fire Ant Worker (not working yet)							// case 0x030E: break;     //Fire Ant Warrior (not working yet)							// case 0x030F: break;     //Fire Ant Queen (not working yet)							// case 0x0310: break;     //Arcane Demon (not working yet)							// case 0x0311: break;     //Four Armed Demon (not working yet)							// case 0x0312: break;     //Chariot (not working yet)							// case 0x0313: break;     //-NULL-							// case 0x0314: break;     //Sphinx (not working yet)							// case 0x0315: break;     //Quagmire (not working yet)							// case 0x0316: break;     //Sand Vortex (not working yet)							// case 0x0317: break;     //Giant Beetle (not working yet)							// case 0x0318: break;     //Chaos Demon (not working yet)							// case 0x0319: break;     //Skeletal Mount (not working yet)							// case 0x031A: break;     //Swamp Dragon (not working yet)						case 0x031B: 							break;     //Horde Demon						case 0x031C: 							break;     //Horde Demon (biggest)						case 0x031D: 							break;     // Fire Dragon (buggy model)						case 0x031E: 							break;     // Rust Dragon (buggy model)							// case 0x031F: break;     //Armored Swamp Dragon (not working yet)							// case 0x0320-case 0x033: break; //-NULL-						case 0x0334: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Dappled Brown Horse (another one)						case 0x0338: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Dark Brown Horse (another one)						case 0x0339: 							CarveTarget(s, 0, 15, 0, 0, 0, 0);							break; // Desert Ostard (another one)						case 0x033A: 							CarveTarget(s, 0, 15, 0, 0, 0, 0);							break; // Forest Ostard (another one)						case 0x033B: 							CarveTarget(s, 0, 15, 0, 0, 0, 0);							break; // Frenzied Ostard (another one)						case 0x033C: 							CarveTarget(s, 0, 1, 12, 0, 0, 0);							break; // Llama (another one)							// case 0x033D: break; //-NULL-							// case 0x033E: break; //-NULL-						case 0x033F: 							CarveTarget(s, 25, 0, 0, 0, 0, 1);							break; // Parrot							// case 0x0340: CarveTarget(s,36, 0, 0, 0, 0, 1); break; //Phoenix (Not working yet)							// case 0x0341: CarveTarget(s,25, 0, 0, 0, 0, 1); break; //Turkey (Not working yet)						case 0x0342: 							break;     // Hell Cat						case 0x0343: 							CarveTarget(s, 0, 1, 0, 1, 0, 0);							break; // Jackrabbit							// case 0x0344: break;     //-NULL-						case 0x0345: 							break;     // Ice Snake						case 0x0346: 							break;     // Lava Snake						case 0x0347: 							CarveTarget(s, 0, 15, 0, 0, 0, 0);							break; // Ridgeback (another one)							// case 0x0348: break;     //Giant Ridgeback (not working yet)							// case 0x0349: break;     //Flame Ridgeback (not working yet)							// case 0x034A: break;     //Hatchling Ridgeback (not working yet)						case 0x034B: 							CarveTarget(s, 0, 1, 0, 0, 0, 0);							break; // Town Rat							// case 0x034C-case 0x034F: break; //-NULL-						case 0x0350: 							CarveTarget(s, 0, 3, 10, 0, 0, 0);							break; // Tan Horse (another one)							// case 0x0351-case 0x03F5: break; //-NULL-							// case 0x03E6: break; //Kirin (another one) (not working! why??)						default:							LogErrorVar("Fallout of switch statement, value <%i>", pi->amount());					}// switch				}// if morey || carve>-1			}			else 			{				sysmessage(s, "You carve the corpse but find nothing usefull.");			}// if more1==0			// break;		}	}// if i!=-1	if (!n)		sysmessage(s, "That is too far away.");}