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Cyborg equipment bug
#3
There was a cyborg bug where they could equip completely random world objects because there was no sanity check for "hey is this object reference to something actually in me/my module?" So I added a check.

Apparently unequipping a module doesn't cause it to go back into your module. It causes it to go nowhere.

I don't mean it doesn't move, I mean it literally goes to nowhere. Location set to a null value. That obviously makes it difficult to complete the check, as the inside of the cyborg is not a black void of non-existence.


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