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GS13NG/code/modules/clothing/shoes/_shoes.dm
T

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/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