+void weaponarena_available_update(entity this)
+{
+ FOREACH(Weapons, it != WEP_Null, {
+ // if no weapons are available, just fall back to normal weapons (most weapons arena)
+ bool wep_available = ((weaponsInMapAll) ? !!(weaponsInMapAll & WepSet_FromWeapon(it)) : (it.spawnflags & WEP_FLAG_NORMAL));
+ if(wep_available && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_HIDDEN))
+ g_weaponarena_weapons |= WepSet_FromWeapon(it);
+ });
+ start_weapons = g_weaponarena_weapons;
+ if(warmup_stage)
+ warmup_start_weapons = start_weapons;
+}
+