#include <server/items.qh>
#endif
-const int IT_UNLIMITED_WEAPON_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
+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_JETPACK = BIT(2); // actual item
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_RESOURCE = BIT(5); // bitflag to mark this item as a resource (unused)
-const int IT_5HP = BIT(11);
-const int IT_25HP = BIT(12);
-const int IT_HEALTH = BIT(13);
+const int IT_KEY1 = BIT(6);
+const int IT_KEY2 = BIT(7);
-const int IT_ARMOR_SHARD = BIT(14);
-const int IT_ARMOR = BIT(15);
-
-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_CTF_SHIELDED = BIT(8); // set for the flag shield
// 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_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
-const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
+const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
#ifdef SVQC
-.float strength_finished = _STAT(STRENGTH_FINISHED);
-.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
+.float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat
+.float invincible_finished; // ditto
#define spawnfunc_body(item) \
if (!Item_IsDefinitionAllowed(item)) \