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Bubberstation/code/datums/components
SkyratBot 80479ef9a7 [MIRROR] Makes bloody footprints messier (#28647)
* Makes bloody footprints messier (#84665)

## About The Pull Request

Makes bloody shoes loose less blood per step, meaning that they trail
more blood. Updates the equation for determining footprint alpha to
account for this change.
(Bloodiness of 50, 100, 150 from left to right)
Before:

![image](https://github.com/tgstation/tgstation/assets/40921881/302a9041-b127-4ede-b9cf-edfb8aa042fc)
After:

![image](https://github.com/tgstation/tgstation/assets/40921881/55ffd4b9-b9eb-4448-9998-9f4a3a04b629)

## Why It's Good For The Game

Right now footprint go like 2-3 steps before stopping, feels kinda lame.
🕵️

## Changelog

🆑 Seven
balance: Bloody footprint trails go a longer distance now.
/🆑

* Makes bloody footprints messier

---------

Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
2024-07-06 09:37:26 +05:30
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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 it's 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