* Changelings can now speak through their decoy brain if placed in an MMI (#78342)
## About The Pull Request
- If a changeling's decoy brain is placed in an MMI, they will now be
prompted to speak through it.
- They can speak through the decoy even if incapacitated or dead (or
fake-dead).
https://github.com/tgstation/tgstation/assets/51863163/804bd48a-c4b8-4feb-b021-019ea70e4b8e
## Why It's Good For The Game
The oft-controversial ling MMI test has been brought up time and time
again so I figure I throw my cards in for a solution.
We want as few ways as possible for people to hard and fast discover
whether someone is an antag, especially changling which is supposed to
revel in paranoia. This soft-patches out a big way, the MMI test, in
which you place a ling's brain in an MMI to determine if it's vestigial
and therefore, a ling.
Now the ling player can provide some benefit of the doubt by speaking
through the brain as normal, appearing active while actually in their
body still.
## Changelog
🆑 Melbert
add: Changelings can now speak through their decoy brain if it is placed
in an MMI, to maintain the illusion they are actually dead and have been
debrained.
/🆑
* Changelings can now speak through their decoy brain if placed in an MMI
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Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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.