using Content.Server.Projectiles.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.Projectiles { [UsedImplicitly] internal sealed class ProjectileSystem : EntitySystem { public override void Update(float frameTime) { base.Update(frameTime); foreach (var component in ComponentManager.EntityQuery(true)) { component.TimeLeft -= frameTime; if (component.TimeLeft <= 0) { component.Owner.Delete(); } } } } }