using Content.Server.Interfaces; using Robust.Shared.GameObjects.Systems; using Robust.Shared.IoC; namespace Content.Server.GameObjects.EntitySystems.DeviceNetwork { internal sealed class DeviceNetworkSystem : EntitySystem { [Dependency] private readonly IDeviceNetwork _network = default!; public override void Update(float frameTime) { base.Update(frameTime); _network.Update(); } } }