## About The Pull Request
Fixes#87129
[This
change](https://github.com/tgstation/tgstation/pull/87073/files#diff-c8ab5fbc20de60e202b839834b039649cbb69a1c4b99b27a5e467f3889442ccd)
added in #87073, passing `invdrop = FALSE` to `doUnEquip`, breaks the
behavior of unequipping dropping your items. Because that's what
`invdrop` does. If you pass it as `FALSE` it prevents other items from
dropping off the mob, intended for like, outfit use / "quick swapping"
an item out
So I reverted it. Drone tools still seem to work I guess. @SyncIt21
## Changelog
🆑 Melbert
fix: Fixes stuff staying on your body after removing your clothes
/🆑
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.