Files
Bubberstation/code/datums/components
Paxilmaniac c287e627a8 Fixes the deployable component rotating things it isnt supposed to (#80877)
## About The Pull Request

Actually moves the rotation part of the code under the check for if the
component is supposed to rotate things
## Why It's Good For The Game

Despite setting the variable for rotating stuff to no, the component
would still rotate stuff, this is bad
## Changelog
🆑
fix: The deployable component will now actually stop rotating things
when the variable to not do that is set
/🆑
2024-01-12 02:58:31 +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
2023-12-06 03:26:04 +01:00
2023-12-04 14:42:43 -08:00
2023-11-12 09:25:59 +00:00
2023-10-21 23:36:48 +00:00
2023-10-08 03:04:35 +01:00
2023-12-04 14:42:43 -08:00
2023-10-05 13:20:16 -06:00
2023-10-16 16:14:31 +02:00
2023-12-25 13:00:50 +01:00
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