Fix handcuff resist - layer bug

Fixes #4324

Resisting out of handcuffs was leaving the handcuffs layer set to 20 (over top of the UI).
Changed it to use the drop_from_inventory() proc so it handles the drop event correctly.
Fix item drop layer bug

Similar to the handcuff resisting layer bug.

When removing an item from your inventory that has associated inventory slots, items that were dropped from the extra inventory slots would be dropped with incorrect layer variables (set to 20 so they were rendered over the UI).
Now when the extra items are dropped, it calls the drop_from_inventory() proc, which correctly changes their layer back.
Merge pull request #4356 from Loganbacca/bayfix-devfreeze

Non-standard dropped item layer bug
Definition usage.
Objectives fix.
New preferences
Removal of double reporting.
Check for verb removal.
Merge pull request #4359 from Segrain/master

Bugfixes.
Fixed evac shuttle transit layer

Because half an evac shuttle turning up at Centcom doesn't look good on the report.

Also changed the emergency shuttle to unsimulated turf (where the escape pods dock). Breached pods were turning up at the emergency shuttle and depressurizing it.
Typo
Made shuttle windows prettier
Merge pull request #4361 from Loganbacca/bayfix-devfreeze

Fixed evac shuttle transit layer
Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev
Suit collars

Adds a collar overlay above the helmet layer if the suit has one
Suit needs an identically named sprite in icons/mob/collar.dmi
Suit also needs 'collar = 1' set in utility.dm

Trenchcoats are go!
Double call removal.
Sanity checks.
Verb category.
Surgery tracking.
Smallfix.