## About The Pull Request

Added recovered crew to the ghost role spawner menu. Clicking spawn will
make you orbit the recovered crew body.
https://github.com/user-attachments/assets/326856c4-e306-43fd-b7d6-a8d5554a0e81
Orbiting the body will make it twitch a little to indicate to
coroners/MD's/roboticists that you're ready to be revived.
## Why It's Good For The Game
Getting people to actually play the recovered crew is kinda hard on most
rounds :( . First on my list is to make the process more convenient for
everyone.
By adding it to the ghostrole spawner menu, ghosts can quickly see if
bodies are available if they wish to play as one. Making them twitch
when orbited makes it so the people reviving them don't have to revive
them every few minutes in the case someone wishes to join as them (they
still might, it does get more attention).
I think the twitching effect is the best natural indicator that someone
wishes to join without being too OOC. I can imagine doctors being a
little confused at first, but it should click pretty quickly.
I am not too concerned about it being used as a ghost communication
medium. The spectroscopic sniffers are a more convenient tool for this,
and I don't think I've seen someone do it with them.
## Changelog
🆑
add: Recovered Crew have been added to the ghostrole spawner menu
add: Orbiting Recovered Crew corpses will make them twitch to indicate a
soul is available
/🆑
Giving them straight up superpowers or more aggressive antag rolls is
still something I'm considering. We'll see if/when I decide to do it
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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.