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.loc = to forceMove() (#4937)
As requested, this PR is changed to only include all .loc = to forceMove() changes.
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@@ -278,8 +278,7 @@
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return FALSE
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var/obj/item/weapon/cell/device/cell = I
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user.drop_item(cell)
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cell.forceMove(src)
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user.drop_from_inventory(cell,src)
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battery = cell
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playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You slot \the [cell] inside \the [src]'s power supply.</span>")
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@@ -262,7 +262,7 @@ a creative player the means to solve many problems. Circuits are held inside an
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if(!circuit)
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return
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circuit.loc = null
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circuit.loc = assy
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circuit.forceMove(assy)
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. = 1
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update_to_assembly = 1
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@@ -41,8 +41,7 @@
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to_chat(user, "<span class='warning'>\The [src] is too full to add [O].</span>")
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return FALSE
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items_contained += O
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user.drop_item(O)
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O.forceMove(src)
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user.drop_from_inventory(O,src)
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to_chat(user, "<span class='notice'>You add [O] to \the [src].</span>")
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set_pin_data(IC_OUTPUT, 1, TRUE)
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return TRUE
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@@ -34,10 +34,9 @@
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if(installed_gun)
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user << "<span class='warning'>There's already a weapon installed.</span>"
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return
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user.drop_from_inventory(gun)
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user.drop_from_inventory(gun,src)
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installed_gun = gun
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size += gun.w_class
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gun.forceMove(src)
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user << "<span class='notice'>You slide \the [gun] into the firing mechanism.</span>"
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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else
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