But then a problem arises. How do I keep the weapon in its unusable state if/when it's picked backed up (perhaps by another player)? I have a set of inventory items which track how many times the player has fired each weapon, and if the player has a certain amount of the corresponding "WeaponShots" item the weapon degrades to the next stage of disuse (which are Mint, Excellent, Good, Fine, Poor, and Valueless). When the player picks up a "Mint" new weapon of the same type the number of these items returns to zero, but I have yet to find a way of making this number of items return to what it was before the weapon was dropped.

I figured I might be able to do something involving [wiki]A_SetUserVar[/wiki] and/or [wiki]GetUserVariable[/wiki], but this project is for Skulltag which IIRC doesn't have these functions yet.

If worse comes to worst I should probably just change the system to make the dropping script drop a dummy weapon that can't be picked up and fades away after a while - if the player WANTS to drop one of his weapons why allow him to pick it up again? (Although since this mod is to be as multiplayer-compatible as I can make it, I would like some way of allowing players to exchange weaponry, though it won't be a crucial asset to the mod's online gameplay.)