/obj/item/clothing/shoes name = "shoes" icon = 'icons/obj/clothing/shoes.dmi' desc = "Comfortable-looking shoes." gender = PLURAL //Carn: for grammarically correct text-parsing var/chained = 0 body_parts_covered = FEET slot_flags = SLOT_FEET permeability_coefficient = 0.5 slowdown = SHOES_SLOWDOWN var/blood_state = BLOOD_STATE_NOT_BLOODY var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) var/offset = 0 var/equipped_before_drop = FALSE /obj/item/clothing/shoes/worn_overlays(isinhands = FALSE) . = list() if(!isinhands) var/bloody = 0 if(blood_DNA) bloody = 1 else bloody = bloody_shoes[BLOOD_STATE_HUMAN] if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe") if(bloody) . += mutable_appearance('icons/effects/blood.dmi', "shoeblood") /obj/item/clothing/shoes/equipped(mob/user, slot) . = ..() if(offset && slot_flags & slotdefine2slotbit(slot)) user.pixel_y += offset worn_y_dimension -= (offset * 2) user.update_inv_shoes() equipped_before_drop = TRUE /obj/item/clothing/shoes/proc/restore_offsets(mob/user) equipped_before_drop = FALSE user.pixel_y -= offset worn_y_dimension = world.icon_size /obj/item/clothing/shoes/dropped(mob/user) if(offset && equipped_before_drop) restore_offsets(user) . = ..() /obj/item/clothing/shoes/update_clothes_damaged_state(damaging = TRUE) ..() if(ismob(loc)) var/mob/M = loc M.update_inv_shoes() /obj/item/clothing/shoes/clean_blood() ..() bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) blood_state = BLOOD_STATE_NOT_BLOODY if(ismob(loc)) var/mob/M = loc M.update_inv_shoes() /obj/item/proc/negates_gravity() return 0