const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
// item networking
+const int ISF_REMOVEFX = BIT(0); // technically unnecessary (after the kludge in Item_Think() is reverted), but cheaper and cleaner than using ITS_AVAILABLE
const int ISF_LOCATION = BIT(1);
const int ISF_MODEL = BIT(2);
const int ISF_STATUS = BIT(3);
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;