Files
GS13NG/code/modules/clothing/shoes/miscellaneous.dm
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2021-01-18 13:42:38 -07:00

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/obj/item/clothing/shoes/proc/step_action() //this was made to rewrite clown shoes squeaking
SEND_SIGNAL(src, COMSIG_SHOES_STEP_ACTION)
/obj/item/clothing/shoes/sneakers/mime
name = "mime shoes"
icon_state = "mime"
/obj/item/clothing/shoes/combat //basic syndicate combat boots for nuke ops and mob corpses
name = "combat boots"
desc = "High speed, low drag combat boots."
icon_state = "combat"
item_state = "jackboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
strip_delay = 70
resistance_flags = NONE
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
lace_time = 12 SECONDS
/obj/item/clothing/shoes/combat/sneakboots
name = "insidious sneakboots"
desc = "A pair of insidious boots with special noise muffling soles which very slightly drown out your footsteps. They would be absolutely perfect for stealth operations were it not for the iconic Syndicate flairs."
icon_state = "sneakboots"
item_state = "sneakboots"
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/combat/sneakboots/equipped(mob/user, slot)
. = ..()
if(slot == SLOT_SHOES)
ADD_TRAIT(user, TRAIT_SILENT_STEP, SHOES_TRAIT)
/obj/item/clothing/shoes/combat/sneakboots/dropped(mob/user)
. = ..()
REMOVE_TRAIT(user, TRAIT_SILENT_STEP, SHOES_TRAIT)
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
name = "\improper SWAT boots"
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
clothing_flags = NOSLIP
armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 90, "acid" = 50)
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain wooden sandals."
name = "sandals"
icon_state = "wizard"
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 0.5)
strip_delay = 50
equip_delay_other = 50
permeability_coefficient = 0.9
can_be_tied = FALSE
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic black shoes."
name = "magic shoes"
icon_state = "black"
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/sandal/magic
name = "magical sandals"
desc = "A pair of sandals imbued with magic."
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/galoshes
desc = "A pair of yellow rubber boots, designed to prevent slipping on wet surfaces."
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.01
clothing_flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
strip_delay = 50
equip_delay_other = 50
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 75)
custom_price = PRICE_ABOVE_EXPENSIVE
can_be_tied = FALSE
/obj/item/clothing/shoes/galoshes/dry
name = "absorbent galoshes"
desc = "A pair of orange rubber boots, designed to prevent slipping on wet surfaces while also drying them."
icon_state = "galoshes_dry"
/obj/item/clothing/shoes/sneakers/noslip
desc = "A pair of black shoes, they have the soles of galoshes making them unable to be slipped on a wet surface."
name = "black shoes"
icon_state = "black"
permeability_coefficient = 0.30
clothing_flags = NOSLIP
strip_delay = 50
equip_delay_other = 50
resistance_flags = NONE
/obj/item/clothing/shoes/galoshes/dry/step_action()
var/turf/open/t_loc = get_turf(src)
SEND_SIGNAL(t_loc, COMSIG_TURF_MAKE_DRY, TURF_WET_WATER, TRUE, INFINITY)
/obj/item/clothing/shoes/clown_shoes
desc = "The prankster's standard-issue clowning shoes. Damn, they're huge!"
name = "clown shoes"
icon_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes/clown
lace_time = 20 SECONDS // how the hell do these laces even work??
/obj/item/clothing/shoes/clown_shoes/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/effects/clownstep1.ogg'=1,'sound/effects/clownstep2.ogg'=1), 50)
/obj/item/clothing/shoes/clown_shoes/equipped(mob/user, slot)
. = ..()
if(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY))
SEND_SIGNAL(user, COMSIG_CLEAR_MOOD_EVENT, "noshoes")
/obj/item/clothing/shoes/clown_shoes/dropped(mob/user)
. = ..()
if(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "noshoes", /datum/mood_event/noshoes)
/obj/item/clothing/shoes/clown_shoes/jester
name = "jester shoes"
desc = "A court jester's shoes, updated with modern squeaking technology."
icon_state = "jester_shoes"
/obj/item/clothing/shoes/jackboots
name = "jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
icon_state = "jackboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
strip_delay = 50
equip_delay_other = 50
resistance_flags = NONE
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
lace_time = 12 SECONDS
/obj/item/clothing/shoes/jackboots/fast
slowdown = -1
/obj/item/clothing/shoes/winterboots
name = "winter boots"
desc = "Boots lined with 'synthetic' animal fur."
icon_state = "winterboots"
permeability_coefficient = 0.15
cold_protection = FEET|LEGS
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET|LEGS
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
lace_time = 8 SECONDS
/obj/item/clothing/shoes/winterboots/ice_boots
name = "ice hiking boots"
desc = "A pair of winter boots with special grips on the bottom, designed to prevent slipping on frozen surfaces."
icon_state = "iceboots"
item_state = "iceboots"
clothing_flags = NOSLIP_ICE
/obj/item/clothing/shoes/winterboots/christmasbootsr
name = "red christmas boots"
desc = "A pair of fluffy red christmas boots!"
icon_state = "christmasbootsr"
/obj/item/clothing/shoes/winterboots/christmasbootsg
name = "green christmas boots"
desc = "A pair of fluffy green christmas boots!"
icon_state = "christmasbootsg"
/obj/item/clothing/shoes/winterboots/santaboots
name = "santa boots"
desc = "A pair of santa boots! How traditional!!"
icon_state = "santaboots"
/obj/item/clothing/shoes/workboots
name = "work boots"
desc = "Nanotrasen-issue Engineering lace-up work boots for the especially blue-collar."
icon_state = "workboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
permeability_coefficient = 0.15
strip_delay = 40
equip_delay_other = 40
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
lace_time = 8 SECONDS
/obj/item/clothing/shoes/workboots/mining
name = "mining boots"
desc = "Steel-toed mining boots for mining in hazardous environments. Very good at keeping toes uncrushed."
icon_state = "explorer"
cold_protection = FEET|LEGS
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET|LEGS
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
/obj/item/clothing/shoes/cult
name = "\improper Nar'Sien invoker boots"
desc = "A pair of boots worn by the followers of Nar'Sie."
icon_state = "cult"
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
lace_time = 10 SECONDS
/obj/item/clothing/shoes/cult/alt
name = "cultist boots"
icon_state = "cultalt"
/obj/item/clothing/shoes/cult/alt/ghost
item_flags = DROPDEL
/obj/item/clothing/shoes/cult/alt/ghost/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CULT_TRAIT)
/obj/item/clothing/shoes/cyborg
name = "cyborg boots"
desc = "Shoes for a cyborg costume."
icon_state = "boots"
/obj/item/clothing/shoes/laceup
name = "laceup shoes"
desc = "The height of fashion, and they're pre-polished!"
icon_state = "laceups"
equip_delay_other = 50
/obj/item/clothing/shoes/roman
name = "roman sandals"
desc = "Sandals with buckled leather straps on it."
icon_state = "roman"
strip_delay = 100
equip_delay_other = 100
permeability_coefficient = 0.9
can_be_tied = FALSE
/obj/item/clothing/shoes/griffin
name = "griffon boots"
desc = "A pair of costume boots fashioned after bird talons."
icon_state = "griffinboots"
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
lace_time = 8 SECONDS
/obj/item/clothing/shoes/bhop
name = "jump boots"
desc = "A specialized pair of combat boots with a built-in propulsion system for rapid foward movement."
icon_state = "jetboots"
resistance_flags = FIRE_PROOF
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
actions_types = list(/datum/action/item_action/bhop)
permeability_coefficient = 0.05
var/jumpdistance = 5 //-1 from to see the actual distance, e.g 4 goes over 3 tiles
var/jumpspeed = 3
var/recharging_rate = 60 //default 6 seconds between each dash
var/recharging_time = 0 //time until next dash
var/jumping = FALSE //are we mid-jump?
/obj/item/clothing/shoes/bhop/ui_action_click(mob/user, action)
if(!isliving(user))
return
if(jumping)
return
if(recharging_time > world.time)
to_chat(user, "<span class='warning'>The boot's internal propulsion needs to recharge still!</span>")
return
var/atom/target = get_edge_target_turf(user, user.dir) //gets the user's direction
if (user.throw_at(target, jumpdistance, jumpspeed, spin = FALSE, diagonals_first = TRUE))
playsound(src, 'sound/effects/stealthoff.ogg', 50, 1, 1)
recharging_time = world.time + recharging_rate
user.visible_message("<span class='warning'>[usr] dashes forward into the air!</span>")
else
to_chat(user, "<span class='warning'>Something prevents you from dashing forward!</span>")
/obj/item/clothing/shoes/singery
name = "yellow performer's boots"
desc = "These boots were made for dancing."
icon_state = "ysing"
equip_delay_other = 50
/obj/item/clothing/shoes/singerb
name = "blue performer's boots"
desc = "These boots were made for dancing."
icon_state = "bsing"
equip_delay_other = 50
/obj/item/clothing/shoes/bronze
name = "bronze boots"
desc = "A giant, clunky pair of shoes crudely made out of bronze. Why would anyone wear these?"
icon = 'icons/obj/clothing/clockwork_garb.dmi'
icon_state = "clockwork_treads"
lace_time = 8 SECONDS
/obj/item/clothing/shoes/bronze/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/machines/clockcult/integration_cog_install.ogg' = 1, 'sound/magic/clockwork/fellowship_armory.ogg' = 1), 50)
/obj/item/clothing/shoes/wheelys
name = "Wheely-Heels"
desc = "Uses patented retractable wheel technology. Never sacrifice speed for style - not that this provides much of either." //Thanks Fel
icon_state = "wheelys"
actions_types = list(/datum/action/item_action/wheelys)
var/wheelToggle = FALSE //False means wheels are not popped out
var/obj/vehicle/ridden/scooter/wheelys/W
/obj/item/clothing/shoes/wheelys/Initialize()
. = ..()
W = new /obj/vehicle/ridden/scooter/wheelys(null)
/obj/item/clothing/shoes/wheelys/ui_action_click(mob/user, action)
if(!isliving(user))
return
if(!istype(user.get_item_by_slot(SLOT_SHOES), /obj/item/clothing/shoes/wheelys))
to_chat(user, "<span class='warning'>You must be wearing the wheely-heels to use them!</span>")
return
if(!(W.is_occupant(user)))
wheelToggle = FALSE
if(wheelToggle)
W.unbuckle_mob(user)
wheelToggle = FALSE
return
W.forceMove(get_turf(user))
W.buckle_mob(user)
wheelToggle = TRUE
/obj/item/clothing/shoes/wheelys/dropped(mob/user)
if(wheelToggle)
W.unbuckle_mob(user)
wheelToggle = FALSE
..()
/obj/item/clothing/shoes/wheelys/Destroy()
QDEL_NULL(W)
. = ..()
/obj/item/clothing/shoes/kindleKicks
name = "Kindle Kicks"
desc = "They'll sure kindle something in you, and it's not childhood nostalgia..."
icon_state = "kindleKicks"
actions_types = list(/datum/action/item_action/kindleKicks)
var/lightCycle = 0
var/active = FALSE
/obj/item/clothing/shoes/kindleKicks/ui_action_click(mob/user, action)
if(active)
return
active = TRUE
set_light(2, 3, rgb(rand(0,255),rand(0,255),rand(0,255)))
addtimer(CALLBACK(src, .proc/lightUp), 5)
/obj/item/clothing/shoes/kindleKicks/proc/lightUp(mob/user)
if(lightCycle < 15)
set_light(2, 3, rgb(rand(0,255),rand(0,255),rand(0,255)))
lightCycle += 1
addtimer(CALLBACK(src, .proc/lightUp), 5)
else
set_light(0)
lightCycle = 0
active = FALSE
/obj/item/clothing/shoes/russian
name = "russian boots"
desc = "Comfy shoes."
icon_state = "rus_shoes"
item_state = "rus_shoes"
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
lace_time = 8 SECONDS
// kevin is into feet
/obj/item/clothing/shoes/wraps
name = "gilded leg wraps"
desc = "Ankle coverings. These ones have a golden design."
icon_state = "gildedcuffs"
body_parts_covered = FALSE
can_be_tied = FALSE
/obj/item/clothing/shoes/wraps/silver
name = "silver leg wraps"
desc = "Ankle coverings. Not made of real silver."
icon_state = "silvergildedcuffs"
/obj/item/clothing/shoes/wraps/red
name = "red leg wraps"
desc = "Ankle coverings. Show off your style with these shiny red ones!"
icon_state = "redcuffs"
/obj/item/clothing/shoes/wraps/blue
name = "blue leg wraps"
desc = "Ankle coverings. Hang ten, brother."
icon_state = "bluecuffs"
/obj/item/clothing/shoes/cowboyboots
name = "cowboy boots"
desc = "A standard pair of brown cowboy boots."
icon_state = "cowboyboots"
can_be_tied = FALSE
/obj/item/clothing/shoes/cowboyboots/black
name = "black cowboy boots"
desc = "A pair of black cowboy boots, pretty easy to scuff up."
icon_state = "cowboyboots_black"
/obj/item/clothing/shoes/wallwalkers
name = "wall walking boots"
desc = "Contrary to popular belief, these do not allow you to walk on walls. Through bluespace magic stolen from an organisation that hoards technology, they simply allow you to slip through the atoms that make up anything, but only while walking, for safety reasons. As well as this, they unfortunately cause minor breath loss as the majority of atoms in your lungs are sucked out into any solid object you walk through. Make sure not to overuse them."
icon_state = "walkboots"
var/walkcool = 0
var/wallcharges = 4
var/newlocobject = null
/obj/item/clothing/shoes/timidcostume
name = "timid woman boots"
desc = "Ready to rock your hips back and forth? These boots have a polychromic finish."
icon_state = "timidwoman"
item_state = "timidwoman"
/obj/item/clothing/shoes/timidcostume/ComponentInitialize()
. = ..()
AddElement(/datum/element/polychromic, list("#0094FF"), 1)
/obj/item/clothing/shoes/timidcostume/man
name = "timid man shoes"
desc = "Ready to go kart racing? These shoes have a polychromic finish."
icon_state = "timidman"
item_state = "timidman"
/obj/item/clothing/shoes/wallwalkers/equipped(mob/user,slot)
. = ..()
if(slot == SLOT_SHOES)
RegisterSignal(user, COMSIG_MOB_CLIENT_MOVE,.proc/intercept_user_move)
/obj/item/clothing/shoes/wallwalkers/dropped(mob/user)
. = ..()
UnregisterSignal(user, COMSIG_MOB_CLIENT_MOVE)
/obj/item/clothing/shoes/wallwalkers/attackby(obj/item/W, mob/user, params)
. = ..()
if(!istype(W, /obj/item/bluespacerecharge))
return
var/obj/item/bluespacerecharge/ER = W
if(ER.uses)
wallcharges += ER.uses
to_chat(user, "<span class='notice'>You charged the bluespace crystal in the [src]. It now has [wallcharges] charges left.</span>")
ER.uses = 0
ER.icon_state = "[initial(ER.icon_state)]0"
else
to_chat(user, "<span class='warning'>[ER] has no crystal on it.</span>")
/obj/item/clothing/shoes/wallwalkers/examine(mob/user)
. = ..()
. += "<span class='warning'>It has [wallcharges] charges left.</span>"
/obj/item/clothing/shoes/wallwalkers/proc/intercept_user_move(mob/living/m, client/client, dir, newloc, oldloc)
if (walkcool >= world.time || m.m_intent != MOVE_INTENT_WALK || wallcharges <= 0)
return
walkcool = world.time + m.movement_delay()
var/issolid = FALSE
var/turf/K = newloc
if (istype(K))
if (K.density)
issolid = TRUE
if (!issolid)
for (var/atom/T in newloc) //stuff on the new turf
if (!T.CanPass(m,newloc) && T != m)
issolid = TRUE
newlocobject = T
break
if (!issolid)
for (var/atom/T in oldloc) //directional shit on the old turf
if (!T.CanPass(m,newloc) && T != m && T != newlocobject)
issolid = TRUE
break
newlocobject = null //stopping structures from using two charges because of how shitty the canpass code is
m.forceMove(newloc)
if (!issolid)
return
m.adjustOxyLoss(rand(5,13))
if (prob(15))
m.adjustBruteLoss(rand(4,7))
to_chat(m,"<span class='warning'>You feel as if travelling through the solid object left something behind and it hurts!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, oldloc)
s.start()
flash_lighting_fx(3, 3, LIGHT_COLOR_ORANGE)
wallcharges--
/obj/item/bluespacerecharge
name = "bluespace crystal recharging device"
desc = "A small cell with two prongs lazily jabbed into it. It looks like it's made for replacing the crystals in bluespace devices."
icon = 'icons/obj/module.dmi'
icon_state = "bluespace_charge"
item_flags = NOBLUDGEON
w_class = WEIGHT_CLASS_TINY
var/uses = 6
/obj/item/bluespacerecharge/examine(mob/user)
. = ..()
if(uses)
. += "<span class='notice'>It can add up to [uses] charges to compatible devices.</span>"
else
. += "<span class='warning'>The crystal is gone.</span>"
/obj/item/bluespacerecharge/attackby(obj/item/I, mob/user, params)
..()
if(!istype(I, /obj/item/stack/ore/bluespace_crystal) || uses)
return
var/obj/item/stack/ore/bluespace_crystal/B = I
if (B.amount < 10)
return
uses += 3
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
B.use(10)
icon_state = initial(icon_state)