All remaining physics bodies are removed at the end of submarine unloading (freeing debug bodyShapeTextures, etc). -> LevelTrigger bodies don't have to be removed separately during unloading
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@@ -113,7 +113,7 @@ namespace Barotrauma
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sub.SetPrevTransform(sub.Position);
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}
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foreach (PhysicsBody pb in PhysicsBody.list)
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foreach (PhysicsBody pb in PhysicsBody.List)
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{
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pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
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}
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