#endif
#ifdef SVQC
-#include <server/items.qh>
+#include <server/items/spawning.qh>
#endif
+#ifdef GAMEQC
const int IT_UNLIMITED_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
const int IT_USING_JETPACK = BIT(3); // confirmation that button is pressed
const int IT_FUEL_REGEN = BIT(4); // fuel regeneration trigger
-const int IT_FUEL = BIT(5);
-const int IT_SHELLS = BIT(6);
-const int IT_NAILS = BIT(7);
-const int IT_ROCKETS = BIT(8);
-const int IT_CELLS = BIT(9);
-const int IT_PLASMA = BIT(10);
-
-const int IT_5HP = BIT(11);
-const int IT_25HP = BIT(12);
-const int IT_HEALTH = BIT(13);
-
-const int IT_ARMOR_SHARD = BIT(14);
-const int IT_ARMOR = BIT(15);
+const int IT_RESOURCE = BIT(5); // bitflag to mark this item as a resource (unused)
-const int IT_KEY1 = BIT(16);
-const int IT_KEY2 = BIT(17);
-
-const int IT_CTF_SHIELDED = BIT(18); // set for the flag shield
+const int IT_KEY1 = BIT(6);
+const int IT_KEY2 = BIT(7);
// special colorblend meaning in engine
-const int IT_INVISIBILITY = BIT(19);
-const int IT_INVINCIBLE = BIT(20);
-const int IT_SUPERWEAPON = BIT(21); // suit
-const int IT_STRENGTH = BIT(22);
+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);
// item masks
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_LOCATION = BIT(1);
+const int ISF_MODEL = BIT(2);
+const int ISF_STATUS = BIT(3);
+const int ISF_COLORMAP = BIT(4);
+const int ISF_DROP = BIT(5);
+const int ISF_ANGLES = BIT(6);
+const int ISF_SIZE = BIT(7);
+
+REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
+
+// item status
+.int ItemStatus;
+const int ITS_STAYWEP = BIT(0);
+const int ITS_ANIMATE1 = BIT(1);
+const int ITS_ANIMATE2 = BIT(2);
+const int ITS_AVAILABLE = BIT(3);
+const int ITS_ALLOWFB = BIT(4);
+const int ITS_ALLOWSI = BIT(5);
+const int ITS_GLOW = BIT(6);
+
+.float fade_start;
+.float fade_end;
+
+.string mdl;
+#endif
+
#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