Small refactor to movement (#31071)
You can now move an object into nullspace, which will call exited on it's parent and parent area but will not call any entered. Note that you cannot pass null into forceMove it will crash, instead use the new proc that will call the underlying logic with a null destination Some of the force move procs have been refactored to check that their parent move succeeded before doing updates
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CitadelStationBot
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@@ -4,7 +4,9 @@
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/mob/living/silicon/forceMove(atom/destination)
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. = ..()
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update_camera_location(destination)
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//Only bother updating the camera if we actually managed to move
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if(.)
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update_camera_location(destination)
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/mob/living/silicon/proc/do_camera_update(oldLoc)
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if(!QDELETED(builtInCamera) && oldLoc != get_turf(src))
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