Ifgotweaponce

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ifgotweaponce <number>

This seems to work along with addweapon in cooperative mode. Once addweapon command is used in an actor, ifgotweaponce will return a value of zero whenever used in an actor of the same picnum.
The test always fails (i.e. "returns false") in single player mode.

Example:

useractor notenemy FIRSTGUNSPRITE
  ifgotweaponce 0
    break
  addweapon PISTOL_WEAPON PISTOLAMOUNT
enda