Because players cannot casually toss items across cell bars, smuggling weapons requires interacting with the specific game loops programmed into the server. If you want another player to acquire gear, standard drop mechanics will not help you. You must navigate environmental transfer points instead.
When an armed player or guard is eliminated in combat, the server handles their inventory through an automated purge function. Depending on the current server ruleset, guards have a fixed probability of dropping a temporary world model of their keycard upon elimination. Inmates standing nearby can interact with this temporary entity using the standard interact prompt (holding down the E key) to claim the pass before it despawns.
For illicit gear like shanks or tools, players rely on unlooted spawn nodes scattered throughout the yard, kitchen, and workshops. Rather than one player hoarding multiple tools and distributing them to a gang, each participant must run the foraging route independently. Coordinated squads protect the gatherer while they harvest nodes rather than running a centralized distributor model.