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_SIZE2 = BIT(0);
+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);
-// item bboxes for sv_legacy_bbox_expand 0
-// Small, Default and Large (large maxs are used with default mins)
-const vector ITEM_S_MINS = '-16 -16 0'; // smaller items now get the same "unexpanded" bbox that normal items
-const vector ITEM_S_MAXS = '16 16 48'; // had during MoveOutOfSolid and DropToFloor (before expansion) in 0.8.5
-const vector ITEM_D_MINS = '-30 -30 0'; // 0.8.5 set '-16 -16 0' then DP subtracted '15 15 1' but NetRadiant used '-30 -30 0'
-const vector ITEM_D_MAXS = '30 30 48'; // 0.8.5 set '16 16 48' then DP added '15 15 1' but NetRadiant used '30 30 32'
-const vector ITEM_L_MAXS = '30 30 70'; // 0.8.5 set '16 16 80' for powerups, '16 16 70' for megas, '16 16 60' for buffs
+// 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;