void CBSPTreeData::Shutdown()
{
	m_Handles.Purge();
	m_LeafElements.Purge();
	m_HandleLeafList.Purge();
	m_Leaf.Purge();
}
void CClientLeafSystem::LevelShutdownPostEntity()
{
	m_ViewModels.Purge();
	m_Renderables.Purge();
	m_RenderablesInLeaf.Purge();
	m_Shadows.Purge();
	m_Leaf.Purge();
	m_ShadowsInLeaf.Purge();
	m_ShadowsOnRenderable.Purge();
	m_DirtyRenderables.Purge();
}
void CGameGibManager::Activate( void )
{
	m_LRU.Purge();

	// Cache off the DX level for use later.
	ConVarRef mat_dxlevel( "mat_dxlevel" );
	m_iDXLevel = mat_dxlevel.GetInt();

	UpdateMaxPieces();

	BaseClass::Activate();
}