//------------------------------------- // //------------------------------------- void BaseScene::End() { for( int i = m_entities.Size() -1; i >= 0; i-- ) { IEntity* entityToDelete = m_entities[i]; entityToDelete->End(); m_entities.Remove( m_entities[i] ); IEntityFactory::Instance().RemoveEntity( entityToDelete ); } m_labels.Clear(); m_labelsToDelete.Clear(); DEL( m_scene ); }