* Fix echolocation lag ft. an actual fix (#83434)
## About The Pull Request
Fixes the actual underlying issue that makes images pile up when the
cooldown is lower than the fade time.
Also, adjusts the fade time to compensate for the new 1 second cooldown,
because otherwise you literally don't get an echolocation effect. Things
just never vanish.
Fixes#83385
## Why It's Good For The Game
well-
current behavior:
https://github.com/tgstation/tgstation/assets/25628932/98efda07-5396-4f8c-8460-69231bbfc32e
## Changelog
🆑 Fluffles
fix: echolocation is less laggy. and works.
/🆑
* Fix echolocation lag ft. an actual fix
---------
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
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.