Files
Bubberstation/code/datums/components
Bloop c190f9d44f Fixes a decal hard del (#81093)
## About The Pull Request

Attempting to fix this hard del here: 


![firefox_1QHRZHx9GY](https://github.com/tgstation/tgstation/assets/13398309/871d50e4-1bfc-4b16-82af-972162e8d2e4)

I think the cause is from the turf changing, which
`/datum/elements/connect_loc` does not seem to take into consideration.
Now it should.

Also cleans up the signals in `/datum/component/infective/` which may be
another potential cause of issues.

## Why It's Good For The Game

Code that cleans up after itself is nice.

## Changelog

🆑
fix: fixes a hard del with decals
/🆑
2024-01-26 02:23:24 +01:00
..
2023-10-16 16:14:31 +02:00
2023-10-11 16:58:29 -06:00
2023-12-25 13:00:50 +01:00
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2023-11-12 09:25:59 +00:00
2023-10-21 23:36:48 +00:00
2024-01-26 02:23:24 +01:00
2023-10-08 03:04:35 +01:00
2023-12-04 14:42:43 -08:00
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2023-10-16 16:14:31 +02:00
2023-08-14 12:39:30 -06:00
2023-12-09 13:31:50 +01:00

Datum Component System (DCS)

Concept

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.

HackMD page for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm