using Content.Server.GameObjects.Components.Singularity; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.GameObjects.EntitySystems { [UsedImplicitly] public class SingularitySystem : EntitySystem { private float _updateInterval = 1.0f; private float _accumulator; public override void Update(float frameTime) { base.Update(frameTime); _accumulator += frameTime; while (_accumulator > _updateInterval) { _accumulator -= _updateInterval; foreach (var singularity in ComponentManager.EntityQuery()) { singularity.Update(1); } } } } }