Generalized handle_movement() checking from shoes to /obj/item.

This commit is contained in:
MistakeNot4892
2023-07-23 06:47:13 +10:00
parent 9a8d1bd12b
commit 964e5b878a
5 changed files with 37 additions and 15 deletions
-3
View File
@@ -695,9 +695,6 @@ var/global/list/light_overlay_cache = list() //see get_worn_overlay() on helmets
update_icon()
return ..()
/obj/item/clothing/shoes/proc/handle_movement(var/turf/walking, var/running)
return
/obj/item/clothing/shoes/update_clothing_icon()
if (ismob(src.loc))
var/mob/M = src.loc
+4 -1
View File
@@ -73,6 +73,9 @@
var/footstep = 1 //used for squeeks whilst walking
species_restricted = null
/obj/item/clothing/shoes/clown_shoes/is_mob_movement_sensitive()
return TRUE
/obj/item/clothing/shoes/clown_shoes/handle_movement(var/turf/walking, var/running)
if(running)
if(footstep >= 2)
@@ -216,4 +219,4 @@
bootcolor = "orange"
/obj/item/clothing/shoes/ranger/yellow
bootcolor = "yellow"
bootcolor = "yellow"
@@ -1673,3 +1673,17 @@
/mob/living/carbon/human/hearing_boost_range()
return (hearing_boost_range + species.hearboost)
// Add gear to this proc that needs to be checked for movement sensitivity.
// Keep in mind this list will be iterated every single time the mob moves.
// This should really be a signal or something but augh.
/mob/living/carbon/human/proc/get_movement_sensitive_gear()
// Clown shoes.
if(shoes && shoes.is_mob_movement_sensitive())
LAZYADD(., shoes)
// Tail bells.
var/obj/item/clothing/uniform = w_uniform
if(istype(uniform) && length(uniform.accessories))
for(var/obj/item/accessory in uniform.accessories)
if(accessory.is_mob_movement_sensitive())
LAZYADD(., accessory)