using Content.Shared.Body.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Shared.Body.Systems { [UsedImplicitly] public class MechanismSystem : EntitySystem { public override void Update(float frameTime) { base.Update(frameTime); foreach (var mechanism in EntityManager.EntityQuery(true)) { mechanism.Update(frameTime); } } } }