/obj/projectile/energy/inferno name = "molten nanite bullet" icon_state = "infernoshot" damage = 20 damage_type = BURN armor_flag = ENERGY armour_penetration = 10 reflectable = NONE wound_bonus = 0 bare_wound_bonus = 10 impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser /obj/projectile/energy/inferno/on_hit(atom/target, blocked = 0, pierce_hit) . = ..() if(!ishuman(target)) return var/mob/living/carbon/cold_target = target var/how_cold_is_target = cold_target.bodytemperature var/danger_zone = cold_target.dna.species.bodytemp_cold_damage_limit - 150 if(how_cold_is_target < danger_zone) explosion(cold_target, devastation_range = -1, heavy_impact_range = -1, light_impact_range = 2, flame_range = 3) //maybe stand back a bit cold_target.bodytemperature = cold_target.dna.species.bodytemp_normal //avoids repeat explosions, maybe could be used to heat up again? playsound(cold_target, 'sound/items/weapons/sear.ogg', 30, TRUE, -1) /obj/projectile/energy/cryo name = "frozen nanite bullet" icon_state = "cryoshot" damage = 20 damage_type = BRUTE armour_penetration = 10 armor_flag = ENERGY sharpness = SHARP_POINTY //it's a big ol' shard of ice reflectable = NONE wound_bonus = 0 bare_wound_bonus = 10 /obj/projectile/energy/cryo/on_hit(atom/target, blocked = 0, pierce_hit) . = ..() if(!ishuman(target)) return var/mob/living/carbon/hot_target = target var/how_hot_is_target = hot_target.bodytemperature var/danger_zone = hot_target.dna.species.bodytemp_heat_damage_limit + 300 if(how_hot_is_target > danger_zone) hot_target.Knockdown(100) hot_target.apply_damage(20, BURN) hot_target.bodytemperature = hot_target.dna.species.bodytemp_normal //avoids repeat knockdowns, maybe could be used to cool down again? playsound(hot_target, 'sound/items/weapons/sonic_jackhammer.ogg', 30, TRUE, -1)