.float spawntime;
.float gravity;
.vector colormod;
-void ItemDraw();
-void ItemDrawSimple();
+void ItemDraw(entity this);
+void ItemDrawSimple(entity this);
void ItemRead(float _IsNew);
#endif
#ifdef SVQC
-void spawnfunc_item_strength();
-void spawnfunc_item_invincible();
-void spawnfunc_item_armor_small();
-void spawnfunc_item_shells();
-void spawnfunc_item_bullets();
-void spawnfunc_item_rockets();
+spawnfunc(item_strength);
+spawnfunc(item_invincible);
+spawnfunc(item_armor_small);
+spawnfunc(item_shells);
+spawnfunc(item_bullets);
+spawnfunc(item_rockets);
float autocvar_sv_simple_items;
-bool ItemSend(entity to, int sf);
+bool ItemSend(entity this, entity to, int sf);
float have_pickup_item(void);
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
-bool ItemSend(entity to, int sf);
+bool ItemSend(entity this, entity to, int sf);
void ItemUpdate(entity item);
// pickup evaluation functions