Adjusted for new component removal method
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@ -630,10 +630,6 @@ namespace SHADE
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auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID);
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auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(ENTITY_ID);
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SHASSERT(physicsObject != nullptr, "Physics object " + std::to_string(ENTITY_ID) + " has been lost from the world!")
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if (REMOVED_ID == RIGID_BODY_ID)
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{
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// Wake up all physics objects
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for (auto& [entityID, object] : map)
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{
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@ -641,6 +637,8 @@ namespace SHADE
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reinterpret_cast<rp3d::RigidBody*>(object.rp3dBody)->setIsSleeping(false);
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}
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if (REMOVED_ID == RIGID_BODY_ID && physicsObject != nullptr)
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{
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world->destroyRigidBody(reinterpret_cast<rp3d::RigidBody*>(physicsObject->rp3dBody));
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physicsObject->rp3dBody = nullptr;
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@ -657,7 +655,7 @@ namespace SHADE
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}
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}
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if (REMOVED_ID == COLLIDER_ID)
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if (REMOVED_ID == COLLIDER_ID && physicsObject != nullptr)
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{
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// Remove all colliders
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const int NUM_COLLIDERS = static_cast<int>(physicsObject->rp3dBody->getNbColliders());
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@ -673,7 +671,7 @@ namespace SHADE
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physicsObject->rp3dBody = nullptr;
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}
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if (physicsObject->rp3dBody == nullptr)
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if (physicsObject != nullptr && physicsObject->rp3dBody == nullptr)
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DestroyPhysicsObject(ENTITY_ID);
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}
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