const int IT_KEY1 = BIT(6);
const int IT_KEY2 = BIT(7);
+const int IT_BUFF = BIT(8); // unused bit for buff items
+
// special colorblend meaning in engine
-const int IT_INVISIBILITY = BIT(9);
-const int IT_INVINCIBLE = BIT(10);
+// legacy bitflags for powerups
+const int IT_INVISIBILITY = BIT(9);
+const int IT_INVINCIBLE = BIT(10);
const int IT_SUPERWEAPON = BIT(11); // suit
-const int IT_STRENGTH = BIT(12);
+const int IT_STRENGTH = BIT(12);
+const int IT_SPEED = BIT(13);
// item masks
const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
const int ITS_ALLOWFB = BIT(4);
const int ITS_ALLOWSI = BIT(5);
const int ITS_GLOW = BIT(6);
+const int ITS_EXPIRING = BIT(7);
+
+// enough to notice it's about to despawn and circle jump to grab it
+const float IT_DESPAWNFX_TIME = 1.5;
+
+// 2hz probably enough to correct a desync caused by serious lag
+// FIXME but updating faster applies the kludge in Item_Think() sooner so it's less noticeable
+const float IT_UPDATE_INTERVAL = 0.0625;
.float fade_start;
.float fade_end;
#ifdef SVQC
.float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat
.float invincible_finished; // ditto
+.float buffs_finished; // ditts
#define SPAWNFUNC_BODY(item) \
if (item && Item_IsDefinitionAllowed(item)) \