using Content.Server.GameObjects.Components.Atmos;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class BarotraumaSystem : EntitySystem
{
private const float TimePerUpdate = 0.5f;
private float _timer = 0f;
///
public override void Update(float frameTime)
{
_timer += frameTime;
if (_timer < TimePerUpdate) return;
_timer = 0f;
foreach (var barotraumaComp in ComponentManager.EntityQuery())
{
barotraumaComp.Update(frameTime);
}
}
}
}