/obj/item/clothing/shoes/black name = "black shoes" icon_state = "black" desc = "A pair of black shoes." cold_protection = FEET min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT heat_protection = FEET max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT /obj/item/clothing/shoes/black/greytide flags = NODROP /obj/item/clothing/shoes/brown name = "brown shoes" desc = "A pair of brown shoes." icon_state = "brown" /obj/item/clothing/shoes/blue name = "blue shoes" icon_state = "blue" /obj/item/clothing/shoes/green name = "green shoes" icon_state = "green" /obj/item/clothing/shoes/yellow name = "yellow shoes" icon_state = "yellow" /obj/item/clothing/shoes/purple name = "purple shoes" icon_state = "purple" /obj/item/clothing/shoes/red name = "red shoes" desc = "Stylish red shoes." icon_state = "red" /obj/item/clothing/shoes/white name = "white shoes" icon_state = "white" permeability_coefficient = 0.01 /obj/item/clothing/shoes/leather name = "leather shoes" desc = "A sturdy pair of leather shoes." icon_state = "leather" /obj/item/clothing/shoes/leather/jump name = "boots of jumping" desc = "Boots with the sole purpose of jumping." /obj/item/clothing/shoes/leather/jump/equipped(mob/user, slot, initial) . = ..() if(slot != ITEM_SLOT_SHOES || !ishuman(user)) return ADD_TRAIT(user, TRAIT_BOOTS_OF_JUMPING, "boots_of_jumping[UID()]") /obj/item/clothing/shoes/leather/jump/dropped(mob/user, silent) . = ..() if(!ishuman(user) || !HAS_TRAIT(user, TRAIT_BOOTS_OF_JUMPING)) return REMOVE_TRAIT(user, TRAIT_BOOTS_OF_JUMPING, "boots_of_jumping[UID()]") /obj/item/clothing/shoes/rainbow name = "rainbow shoes" desc = "Very gay shoes." icon_state = "rain_bow" /obj/item/clothing/shoes/orange name = "orange shoes" icon_state = "orange" var/obj/item/restraints/handcuffs/shackles /obj/item/clothing/shoes/orange/Destroy() QDEL_NULL(shackles) return ..() /obj/item/clothing/shoes/orange/activate_self(mob/user) if(..()) return ITEM_INTERACT_COMPLETE if(shackles) user.put_in_hands(shackles) shackles = null slowdown = SHOES_SLOWDOWN icon_state = "orange" return ITEM_INTERACT_COMPLETE /obj/item/clothing/shoes/orange/item_interaction(mob/living/user, obj/item/used, list/modifiers) if(!istype(used, /obj/item/restraints/handcuffs) || shackles) return ITEM_INTERACT_COMPLETE if(user.drop_item()) used.forceMove(src) shackles = used slowdown = 15 icon_state = "orange1" return ITEM_INTERACT_COMPLETE return ..()