* Fully documented _looping_sound.dm and added three missing variables to it, arguments that are for playsound()
* Fixed geiger's `get_sound()`
* Fixed a variable name in area_sound_manager.dm
* Fixed some trailing tabs in firedoor.dm
* Fixed a variable name in robot_model.dm
* Did some formatting improvements to machinery_sounds.dm and set telecomms and the gravity generator as sounds that will no longer ignore walls
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.