question: disposes the texture for each sprite for each particleemitter . concode_field_sep Array<ParticleEmitter> emitters concode_elem_sep BoundingBox bounds concode_elem_sep boolean ownsTexture concode_field_sep void setDuration concode_elem_sep void loadEmitters concode_elem_sep void setEmittersCleanUpBlendFunction concode_elem_sep void allowCompletion concode_elem_sep void setFlip concode_elem_sep Array<ParticleEmitter> getEmitters concode_elem_sep void start concode_elem_sep void save concode_elem_sep void update concode_elem_sep void scaleEffect concode_elem_sep void draw concode_elem_sep void draw concode_elem_sep BoundingBox getBoundingBox concode_elem_sep void setPosition concode_elem_sep void load concode_elem_sep void load concode_elem_sep void load concode_elem_sep void loadEmitterImages concode_elem_sep void loadEmitterImages concode_elem_sep void loadEmitterImages concode_elem_sep Texture loadTexture concode_elem_sep void reset concode_elem_sep void flipY concode_elem_sep ParticleEmitter findEmitter concode_elem_sep boolean isComplete
target: void function ( ) { if ( ! ownsTexture ) return ; for ( int loc0 = 0 , loc1 = emitters . size ; loc0 < loc1 ; loc0 ++ ) { ParticleEmitter loc2 = emitters . get ( loc0 ) ; loc2 . getSprite ( ) . getTexture ( ) . dispose ( ) ; } }