## About The Pull Request
- Nulls the ref to the interact callback in
`/datum/component/redirect_attack_hand_from_turf/Destroy()`
- Move parent signal registration from `Initialize()` to
`RegisterWithParent()`
- Add parent signal un-registration in `UnregisterFromParent()`
## Why It's Good For The Game
Moving signal registration was just a "while I'm here" type thing
because it should go in those procs, the ref null is because it's
causing flaky hard deletes [but only on a
downstream](https://github.com/effigy-se/effigy/actions/runs/18415754211/attempts/1)
for some reason, I have no idea why I haven't seen it here but it should
be nulled regardless so
## Changelog
N/A
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.