const float ITEM_RESPAWN_TICKS = 10;
+// string overrides entity
+.string item_pickupsound;
+.entity item_pickupsound_ent;
+.entity item_model_ent;
+
.float max_armorvalue;
.float pickup_anyway;
+.float scheduledrespawntime;
+.float respawntime;
+.float respawntimejitter;
+.float respawntimestart;
+
.float item_respawncounter;
+.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
+
+.float superweapons_finished; // NOTE: this field is used only by map entities, it does not directly apply the superweapons stat
+
+// delay before this item can be picked up
+.float item_spawnshieldtime;
+
void Item_Show (entity e, int mode);
void Item_Respawn (entity this);
#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
float GiveItems(entity e, float beginarg, float endarg);
+
+IntrusiveList g_items;
+STATIC_INIT(g_items) { g_items = IL_NEW(); }
+
+#define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
+#define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER.m_id) || ((dt) == DEATH_SLIME.m_id) || ((dt) == DEATH_LAVA.m_id) || ((dt) == DEATH_SWAMP.m_id))