Doing so takes down two birds with one stone.
1. `ResumeOverlay` having to manually apply cursor scale to its "resume
cursor".
2. Resume cursor input handling scaling up with the gameplay setting. Now, only the sprite itself gets scaled.
To avoid further floating-point comparison bugs, remove all usages of
Bindable<{float,double}>, replacing them with their
Bindable<Float,Double> counterparts.