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- rscadd: "Health analyzers now use a TGUI instead of outputting to the chat." - rscadd: "The handheld health analyzer now take 1.5 seconds to scan a person." - rscadd: "It is now possible to pull up the last scan on the handheld health analyzer." - rscdel: "It is no longer possible to switch limb mode on the handheld health analyzer." Beyond the above, device levels were added, primarily as a concept though it is not implemented in full, so all the ingame health analyzers still show the same data as before. <img width="520" height="620" alt="image" src="https://github.com/user-attachments/assets/b718300b-b377-4e1f-82ab-4d4d73560e34" /> <img width="520" height="620" alt="image" src="https://github.com/user-attachments/assets/cbe2236e-4eca-4ab1-9dea-9fc058933e0f" /> <img width="520" height="620" alt="image" src="https://github.com/user-attachments/assets/84010edb-867e-4062-a6ec-d2629e2fa625" /> <img width="520" height="620" alt="image" src="https://github.com/user-attachments/assets/8b1b85d4-3a53-46c3-b63e-1e78d5797176" />
Datum Component System (DCS)
Concept
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.
See this thread for an introduction to the system as a whole.