* bileworm health patch
- bileworms start off easier
- vileworms are how they are now + a little tougher
- fixes bileworms breaking proximity spawn rules
- adds gold to bileworm loot
* ssticker
* diagonals readded to attacks\, map fix
* d-delete this
* Update evolutionary_leap.dm
* DONE
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.