## About The Pull Request
Surgery trays can now be crafted in the crafting menu for two rods and
one silver, while having a screwdriver. (Same cost as a table.)
Out of necessity, the preloaded variants of surgery trays have been
re-pathed to a full subtype, though maps have already been updated to
use the preloaded variant.
The morgue tray and the (new!) advanced trays have been re-pathed to
`.../full/morgue` and `.../full/advanced`, respectively
Additionally, surgery trays can now be deconstructed by secondary click
with a screwdriver. Woo!
## Why It's Good For The Game
If you want more surgery trays, build 'em!
If you want less surgery trays, unbuild 'em!
## Changelog
🆑
qol: Surgery trays can now be crafted via the crafting menu (two rods,
one silver), and deconstructed via secondary click with a screwdriver!
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.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.