* Fixes some invisible inhands from the transforming component (#73807)
## About The Pull Request
The original issue caused by #70037
Esword issue caused by #73716
Originally the transforming component did not override the inhand icon
state of the the item on its own (instead putting the onus on the item
itself if they wanted unique behavior). It was changed to always update
inhand icon state, most of which don't have one
I don't really like this fix, it should be explicit "I want inhand to
change" and not default, but this will work for now
Also the PR that fixed the Jaws issue didn't actually set the var they
created
Fixes#73805Fixes#73711 (Actually)
## Why It's Good For The Game
Invisible sword bad
## Changelog
🆑 Melbert
fix: Fixed a eswords, some tools, and some other misc. items from being
invisible while extended / active
fix: Teleshields and other misc items not extending in hand when active
fix: Switchblades click on extend again
fix: Pendrivers click on extend
/🆑
* Fixes some invisible inhands from the transforming component
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Co-authored-by: MrMelbert <51863163+MrMelbert@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 it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.