+float g_pickup_shells_max;
+float g_pickup_nails_max;
+float g_pickup_rockets_max;
+float g_pickup_cells_max;
+float g_pickup_plasma_max;
+float g_pickup_fuel_max;
+float g_pickup_weapons_anyway;
+float g_weaponarena;
+WepSet g_weaponarena_weapons;
+float g_weaponarena_random; // TODO
+string g_weaponarena_list;
+
+WepSet start_weapons;
+WepSet start_weapons_default;
+WepSet start_weapons_defaultmask;
+int start_items;
+float start_ammo_shells;
+float start_ammo_nails;
+float start_ammo_rockets;
+float start_ammo_cells;
+float start_ammo_plasma;
+float start_ammo_fuel;
+/// \brief Number of random start weapons to give to players.
+int random_start_weapons_count;
+/// \brief Holds a list of possible random start weapons.
+string autocvar_g_random_start_weapons;
+/// \brief Entity that contains amount of ammo to give with random start
+/// weapons.
+entity random_start_ammo;
+float start_health;
+float start_armorvalue;
+WepSet warmup_start_weapons;
+WepSet warmup_start_weapons_default;
+WepSet warmup_start_weapons_defaultmask;
+#define WARMUP_START_WEAPONS ((autocvar_g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
+float warmup_start_ammo_shells;
+float warmup_start_ammo_nails;
+float warmup_start_ammo_rockets;
+float warmup_start_ammo_cells;
+float warmup_start_ammo_plasma;
+float warmup_start_ammo_fuel;
+float warmup_start_health;
+float warmup_start_armorvalue;
+float g_weapon_stay;
+
+float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
+
+float g_grappling_hook;
+int warmup_stage;
+
+bool sv_ready_restart_after_countdown;
+
+.void(entity this) initialize_entity;
+.int initialize_entity_order;
+.entity initialize_entity_next;
+entity initialize_entity_first;
+
+void InitializeEntitiesRun();
+
+void InitializeEntity(entity e, void(entity this) func, int order);
+