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Bubberstation/code/datums/components
SkyratBot 61053a2bc3 [MIRROR] Fixes tackling issues with stun immune tacklers [MDB IGNORE] (#23911)
* Fixes tackling issues with stun immune tacklers (#78494)

## About The Pull Request

When a human uses gripper gloves and such to perform a tackle, it does
some stuff with knockdowns. First, at the start of the tackle, the
tackler is given 1 or 2 seconds of knockdown. This knockdown bypasses
stun immunity. If the tackle and its rolled to be an expert or monster
tackle, then this initial knockdown is cleared. However, the knockdown
clearing does NOT bypass stun immunity. This ironically meant that stun
immune tacklers would remain knocked down when landing a monster tackle,
and it would cause a runtime because knocked down people can't grab.
This PR just makes the knockdown clear bypass stun immunity as well.
Closes #78441.

* Fixes tackling issues with stun immune tacklers

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Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
2023-09-25 12:32:37 -07:00
..

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