using Content.Server.Lathe.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.Lathe { [UsedImplicitly] internal sealed class LatheSystem : EntitySystem { public override void Update(float frameTime) { foreach (var comp in EntityManager.EntityQuery()) { if (comp.Producing == false && comp.Queue.Count > 0) { comp.Produce(comp.Queue.Dequeue()); } } } } }