## About The Pull Request
So we have a feature for embedding small objects into cake/bread/cheese,
where if you eat it there's a chance you bite into it.
For syringes, this means you get injected by it.
However, it seems that this is currently broken, being unable to ever
reach this state due to order of operations.
Moving this component to the newer
`COMSIG_ATOM_ITEM_INTERACTION_SECONDARY` signal fixes this.
As a side, replaces an `a` with `\a` so it doesn't display "a the X" for
different syringes being bitten into.
Edit: Additionally turned an if into an early return in the food storage
insertion procs.
## Why It's Good For The Game
Better when things work as intended.
## Changelog
🆑
fix: Syringes can be put into cake/bread/cheese on right click again.
spellcheck: Biting into a hidden syringe no longer displays things like
"a the syringe".
/🆑
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.