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* Held Up status effect no longer permanent. (#56973) Heldup status effect is "grouped" and is only removed when all sources of it are removed. A source is never passed into it, so the sources list just contains a single null element. Once put on a player, the status effect will never be removed without admin intervention and will forever display the HUD alerts as a result. I pass in the "shooter" as a source and as such this should now clear appropriately while staying around when a player is being held up by multiple people at once. * Held Up status effect no longer permanent. Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
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.