using Content.Server.NPC.Components; namespace Content.Server.NPC.Systems; public sealed partial class NPCPerceptionSystem { /// /// Tracks targets recently injected by medibots. /// /// private void UpdateRecentlyInjected(float frameTime) { foreach (var entity in EntityQuery()) { entity.Accumulator += frameTime; if (entity.Accumulator < entity.RemoveTime.TotalSeconds) continue; entity.Accumulator = 0; RemComp(entity.Owner); } } }