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We unfortunately just need to let this happen because we can't guarantee ownership of the destroyed object at the time when the GC call happens
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Entities/MovableObject.cpp

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@@ -549,8 +549,6 @@ void MovableObject::DestroyScriptState() {
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void MovableObject::Destroy(bool notInherited) {
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RTEAssert(m_ScriptObjectName.empty(), "Destroying an MO that still has a script state!");
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g_MovableMan.UnregisterObject(this);
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if (!notInherited) {
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SceneObject::Destroy();

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