using Content.Client.GameObjects.Components.Mobs; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.Timing; using Robust.Shared.IoC; namespace Content.Client.GameObjects.EntitySystems { public class StatusEffectsSystem : EntitySystem { #pragma warning disable 649 [Dependency] private IGameTiming _gameTiming; #pragma warning restore 649 public StatusEffectsSystem() { EntityQuery = new TypeEntityQuery(typeof(ClientStatusEffectsComponent)); } public override void FrameUpdate(float frameTime) { base.FrameUpdate(frameTime); if (!_gameTiming.IsFirstTimePredicted) return; foreach (var entity in RelevantEntities) { entity.GetComponent().FrameUpdate(frameTime); } } } }