#pragma once
#include "items.qh"
+#include <common/gamemodes/_mod.qh>
+// TODO: make this its own mutator (somehow)!
+float autocvar_g_rm;
+float autocvar_g_rm_damage;
+float autocvar_g_rm_edgedamage;
+float autocvar_g_rm_force;
+float autocvar_g_rm_radius;
+float autocvar_g_rm_laser;
+float autocvar_g_rm_laser_count;
+float autocvar_g_rm_laser_speed;
+float autocvar_g_rm_laser_spread;
+float autocvar_g_rm_laser_spread_random;
+float autocvar_g_rm_laser_lifetime;
+float autocvar_g_rm_laser_damage;
+float autocvar_g_rm_laser_refire;
+float autocvar_g_rm_laser_rapid;
+float autocvar_g_rm_laser_rapid_refire;
+float autocvar_g_rm_laser_rapid_delay;
+float autocvar_g_rm_laser_radius;
+float autocvar_g_rm_laser_force;
+
+bool autocvar_g_instagib;
float autocvar_g_instagib_invis_alpha;
+int autocvar_g_instagib_extralives;
void instagib_invisibility(entity this);
void instagib_extralife(entity this);
void instagib_speed(entity this);
IntrusiveList g_instagib_items;
-REGISTER_MUTATOR(mutator_instagib, autocvar_g_instagib && !g_nexball)
+REGISTER_MUTATOR(mutator_instagib, autocvar_g_instagib && !MapInfo_LoadedGametype.m_weaponarena)
{
MUTATOR_ONADD
{