## About The Pull Request
Fixes#73439
Lightgeists use `heal_overall_damage` to heal, but despite the name that
actually only heals burn, brute, and stamina damage.
It will now prompt an error message if you try to heal someone who
doesn't have any of those damage types.
Simpler mobs can't take toxin or oxyloss damage so this has no effect on
spiders (the other user of this component).
Also during my conversion I forgot to set the lightgeist healing time to
0, so I did that too.
I thought about maybe changing this so that they _can_ heal toxin damage
but they've existed without being able to do it for so long that I don't
think it would be a "bug fix" at that point, I'll maybe adjust the
component behaviour further (to use `heal_ordered_damage` instead
probably) after this month. Until then I technically can't do it without
affecting Spider balance a little bit.
## Why It's Good For The Game
Makes it a _little_ clearer why someone's health doesn't increase when
they are clicked on.
Restores lost functionality.
## Changelog
🆑
fix: Lightgeists won't try to heal any damage which isn't burn or brute,
because they can't.
fix: Lightgeists don't need to perform an action bar in order to heal
someone, which was added by mistake.
/🆑
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.