Files
1467508036 Teshari Specific Limb Damage States and Bloody Clothing (#6038)
## About The Pull Request
Teshari have long had to deal with ill-fitting overlays applied to them.
I have chosen to bite the bullet and do the labour by creating species
specific states for:
- bloody clothes
- damaged clothes
- body wounds
- bleeding animations

How it works is simple: if our icon override exists for our species, we
use it. If it doesn't exist, we default back to the original. What this
means is that future species overrides can be added without code
changes.

## Why It's Good For The Game
<img width="91" height="85" alt="image"
src="https://github.com/user-attachments/assets/30f1c91a-27aa-441e-9026-8d441855e7b9"
/>

This sucks! They look like they're wearing clown shoes for crying out
loud!


<img width="88" height="91" alt="image"
src="https://github.com/user-attachments/assets/0aa2febd-728b-4108-b64d-56173958cf27"
/>

This doesn't suck!

</details>

## Changelog

🆑 Robwo
fix: Teshari can now get properly bloody and bruised.
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
2026-08-15 18:12:22 +02:00
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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 its arguments with a SendSignal() call. Now every component that want's to can also know about this happening.

HackMD page for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm