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);
}
}
}