This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Binoculars are an excessively centralizing item that has essentially
zero downsides (!) while giving you near omniscience of three screens'
worth of information. This is particularly broken when used in the hands
of ship crew, who have access to up to 3 at roundstart (including
warehouse spawns).
They are now far less strong. A 1.5 seconds windup has been added to
using them, and their viewsize is down to 7 from **14 (!!!!!!!)** for
the standard binocs, and 8 for the high power binocs.
Standard binocs example:
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/d60ac6d2-e782-4c02-b011-9d90193c8046"
/>
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Don't let the large file size scare you, it's just mostly splitting
stuff into contained sprites and putting them in the correct place.
Anyway, resprites most non-resprited devices in devices.dmi, and puts
them in contained sprites.
Also puts any related /obj/item/device into contained sprites too.
That's basically the long and short of it.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Remaps toxin to be a significantly more pleasing area to work in. Everything was tested thoroughly, save for the doppler array which should be easy to fix if anything is broken.