using Content.Server.GameObjects.Components.Projectiles; using JetBrains.Annotations; using Robust.Shared.GameObjects.Systems; namespace Content.Server.Interfaces.GameObjects.Components.Interaction { [UsedImplicitly] internal sealed class ProjectileSystem : EntitySystem { public override void Update(float frameTime) { base.Update(frameTime); foreach (var component in ComponentManager.EntityQuery()) { component.TimeLeft -= frameTime; if (component.TimeLeft <= 0) { component.Owner.Delete(); } } } } }