## About The Pull Request
The genetic damage component looked like a status effect, swam like a
status effect, quacked like a status effect, but wasn't a status effect.
Irradiated component is also guilty of this, but it has the excuse of
also getting applied to items. This one only applies to mobs though,
so...
## Why It's Good For The Game
Easier to maintain code, that's about it.
## Changelog
Not player facing.
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.