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Bubberstation/code/datums/components
GhomandGitHub 8c89b371af [NO GBP] Fixes ear protection equipment doing nothing. Flashbangs don't work well in vacuums (#93866)
## About The Pull Request
Turns out ear protection was subtracting the values rather than adding
them to the protection, and I didn't notice that much until later (now).
Also flashbangs don't have much of a bang (flashbangs without the bang
basically) when there's no air.

## Why It's Good For The Game
Also everyone should know that IRL sounds don't work well in vacuums cuz
there are no molecules to carry sound waves around. Unfortunately we are
not so refined about it in game, which is a fucking shame. This is a
very simplistic implementation than anything. The fact that I'm adding
it to this PR as well is because being in a vacuum gives you plenty of
sound protection now. It's about *some* consistency.

## Changelog

🆑
fix: Fixes ear protection equipment doing nothing. 
balance: Detonating a flashbang in space or any environment with little
to no air no longer stuns anyone NOT on the same tile as the flashbang
with loud bangs. Flashing still works as intended though.
/🆑
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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 its arguments with a SendSignal() call. Now every component that want's to can also know about this happening.

HackMD page for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm