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Temperature gun update
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@@ -44,17 +44,59 @@
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/obj/item/projectile/temp
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name = "freeze beam"
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icon_state = "ice_2"
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icon_state = "temp_4"
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damage = 0
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damage_type = BURN
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nodamage = 1
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flag = "energy"
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var/temperature = 300
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var/obj/item/weapon/gun/energy/temperature/T = null
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OnFired()
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T = shot_from
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temperature = T.temperature
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switch(temperature)
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if(501 to INFINITY)
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name = "searing beam" //if emagged
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icon_state = "temp_8"
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if(400 to 500)
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name = "burning beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_2
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icon_state = "temp_7"
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if(360 to 400)
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name = "hot beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_1
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icon_state = "temp_6"
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if(335 to 360)
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name = "warm beam" //temp at which players get notified of their high body temp
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icon_state = "temp_5"
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if(295 to 335)
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name = "ambient beam"
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icon_state = "temp_4"
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if(260 to 295)
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name = "cool beam" //temp at which players get notified of their low body temp
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icon_state = "temp_3"
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if(200 to 260)
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name = "cold beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_1
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icon_state = "temp_2"
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if(120 to 260)
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name = "ice beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_2
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icon_state = "temp_1"
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if(-INFINITY to 120)
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name = "freeze beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_3
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icon_state = "temp_0"
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else
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name = "temperature beam"//failsafe
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icon_state = "temp_4"
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on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
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if(istype(target, /mob/living))
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var/mob/M = target
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var/mob/living/M = target
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M.bodytemperature = temperature
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if(temperature > 500)//emagged
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M.adjust_fire_stacks(0.5)
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M.on_fire = 1
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M.update_icon = 1
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playsound(M.loc, 'sound/effects/bamf.ogg', 50, 0)
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return 1
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/obj/item/projectile/meteor
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