void CPhysicsSystem::LevelShutdownPostEntity() { g_Collisions.LevelShutdown(); if ( physenv ) { // environment destroys all objects // entities are gone, so this is safe now physics->DestroyEnvironment( physenv ); } physics->DestroyObjectPairHash( g_EntityCollisionHash ); g_EntityCollisionHash = NULL; physics->DestroyAllCollisionSets(); physenv = NULL; g_PhysWorldObject = NULL; }