void FixClientCvars(entity e);
// WEAPONTODO: remove this
-//WepSet weaponsInMap;
+//WepSet weaponsInMap; // lists all the weapons actually spawned in the map, does not include filtered items
+vector weaponsInMapAll; // holds a list of all the weapons that have been placed by the mapper (weaponreplace applied), ignores most filters
.float respawn_countdown; // next number to count