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We use `LocId`s to refer to physical locations in source code. Those don't exist for toolchain-generated entities, so we instead choose a related location that can stand in for a physical location. This inlines the generated entities' constants into their points of use, and reduces the total amount of generated SemIR. This is especially important for calls to `Destroy.SelfDestruct` because these are automatically generated when any destroyable object reaches the end its lifetime.