-- [ Picked text/plain from multipart/alternative ] Am I right in assuming that if you have a vector of pointers, that point to things you create with "new", you have to either call delete on each element or use PurgeAndDeleteElements()? Because that's what I've been using up until recently, where it seems that trying to delete elements from a pointer vector on destruction of whatever they are members of just causes the game to crash with a memory error. Removing the calls to delete stop the crash, but unless CUtlVector automatically cleans up your memory for you, won't this just create MASSIVE memory leaks? As far as I knew, CUtlVector didn't magically look after your memory for you... was I wrong?
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