* Butchering requires you to be in combat mode. (#69510)
This was an oversight that occurred when intents were replaced with combat mode
if(user.a_intent != INTENT_HARM)
return
was never replaced by its combat mode equivalent.
This is relevant today because it makes it impossible to preform surgeries on dead monkeys (you will just butcher them)
* Butchering requires you to be in combat mode.
Co-authored-by: itseasytosee <55666666+itseasytosee@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.