<aside> 📦 DTADD.acs
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<aside> âš¡ int DefineDoubleAmmoWeapon(str wepTag, str wepActor, str wepIcon, str wepAmmo, int wepMult, str wepAmmo2, int wepMult2, int wepSlot, int wepMap, int wepLms, int wepEddie)
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This function has the same purpose as [DefineWeapon](<https://mm8bdm.notion.site/DefineWeapon-6a4db7e06fb0415e8f80c3407c378ff8>) but takes extra arguments to support defining a second ammo type for a weapon.
wepTag: String - The weapon's language definition, or its proper name (Ex. "TAG_ROLLINGCUTTER" or "Rolling Cutter")
wepActor: String - The weapon's actor name. (Ex. "RollingCutterWep")
wepIcon: String - The weapon's SpawnLoop sprite. (Ex. "WEA2F0")
wepAmmo: String - The weapon's ammo type actor name. (Ex. "RollingCutterAmmo")
wepMult: Fixed - The weapon's ammo collection rate. (1.0 for normal, bigger number for faster ammo regen, smaller number for slower ammo regen)
wepAmmo2: String - The weapon's second ammo type actor name. (Ex. "RollingCutterAmmo")
wepMult2: Fixed - The weapon's second ammo collection rate. (1.0 for normal, bigger number for faster ammo regen, smaller number for slower ammo regen)
wepSlot: Int - The weapon's slot, should match the actor definition.
wepMap: Bool - Can you pick this weapon up from maps?
wepLMS: Bool - Can you get this weapon from the LMS rotation?
wepEddie: Bool - Can you get this weapon from Eddie?
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🚨 Due to an oversight, none of these three bools can disable the weapon from appearing as a starting weapon when mm8bdm_sv_randomstartweapon is enabled. Define your weapons with caution!
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