* adds examine_block class and a define for it
made some outputs in chat use examine_block
* add examine block to tip of the round
clean up some ------ and ***** seperators
added <hr> tags to divide sections
cleaned up botany plant analyzer text outputs
* bullet points for reagents
* removes <hr> from mobs examines
fixes AIs and borgs having a double "That's Default Cyborg!"
removed some \n newlines
minor code edits
* removes all <hr>
bold names in get_examine_name()
cleaned up plant analyzer output formatting
adjust colors and margins of examine_block class
remove \a from borg examine()
* remove max-width from css
* changed margin and padding units from px to em
* minor edit
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.