## About The Pull Request
Tin, the proc that's managing references should remove the thing from
the list before calling qdel on it. Also, it should not be calling qdel
on something that's already being qdeleted (which could happen before if
`nuke_reflection()` was reached via the `COMSIG_QDELING` signal).
<img width="1675" height="480" alt="firefox_xIIRCIbgdU"
src="https://github.com/user-attachments/assets/246be9de-6ff0-46a5-bf5e-1d0895fd9f55"
/>
## Why It's Good For The Game
Less hard deletes
## Changelog
Not player facing/should get the hard deletes tag
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.