#ifndef SVQC
string draw_currentSkin;
string draw_UseSkinFor(string pic);
+
+// NOTE they aren't all registered mutators, e.g. jetpack, low gravity
+// TODO add missing "mutators"
+const int MUT_DODGING = 0;
+const int MUT_INSTAGIB = 1;
+const int MUT_NEW_TOYS = 2;
+const int MUT_NIX = 3;
+const int MUT_ROCKET_FLYING = 4;
+const int MUT_INVINCIBLE_PROJECTILES = 5;
+const int MUT_GRAVITY = 6;
+const int MUT_CLOAKED = 7;
+const int MUT_GRAPPLING_HOOK = 8;
+const int MUT_MIDAIR = 9;
+const int MUT_MELEE_ONLY = 10;
+const int MUT_VAMPIRE = 11;
+const int MUT_PINATA = 12;
+const int MUT_WEAPON_STAY = 13;
+const int MUT_BLOODLOSS = 14;
+const int MUT_JETPACK = 15;
+const int MUT_BUFFS = 16;
+const int MUT_OVERKILL = 17;
+const int MUT_NO_POWERUPS = 18;
+const int MUT_POWERUPS = 19;
+const int MUT_TOUCHEXPLODE = 20;
+const int MUT_WALLJUMP = 21;
+const int MUT_NO_START_WEAPONS = 22;
+const int MUT_NADES = 23;
+const int MUT_OFFHAND_BLASTER = 24;
+
+const int MUT_MAX = 47;
+
+int active_mutators[2];
+bool mut_is_active(int mut);
+string build_mutator_list(string s);
#endif
// iterative depth-first search, with fields that go "up", "down left" and "right" in a tree