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(); }