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Generalized handle_movement() checking from shoes to /obj/item.
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@@ -695,9 +695,6 @@ var/global/list/light_overlay_cache = list() //see get_worn_overlay() on helmets
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update_icon()
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return ..()
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/obj/item/clothing/shoes/proc/handle_movement(var/turf/walking, var/running)
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return
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/obj/item/clothing/shoes/update_clothing_icon()
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if (ismob(src.loc))
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var/mob/M = src.loc
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@@ -73,6 +73,9 @@
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var/footstep = 1 //used for squeeks whilst walking
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species_restricted = null
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/obj/item/clothing/shoes/clown_shoes/is_mob_movement_sensitive()
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return TRUE
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/obj/item/clothing/shoes/clown_shoes/handle_movement(var/turf/walking, var/running)
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if(running)
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if(footstep >= 2)
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@@ -216,4 +219,4 @@
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bootcolor = "orange"
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/obj/item/clothing/shoes/ranger/yellow
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bootcolor = "yellow"
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bootcolor = "yellow"
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@@ -1673,3 +1673,17 @@
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/mob/living/carbon/human/hearing_boost_range()
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return (hearing_boost_range + species.hearboost)
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// Add gear to this proc that needs to be checked for movement sensitivity.
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// Keep in mind this list will be iterated every single time the mob moves.
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// This should really be a signal or something but augh.
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/mob/living/carbon/human/proc/get_movement_sensitive_gear()
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// Clown shoes.
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if(shoes && shoes.is_mob_movement_sensitive())
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LAZYADD(., shoes)
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// Tail bells.
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var/obj/item/clothing/uniform = w_uniform
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if(istype(uniform) && length(uniform.accessories))
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for(var/obj/item/accessory in uniform.accessories)
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if(accessory.is_mob_movement_sensitive())
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LAZYADD(., accessory)
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