using Content.Server.GameObjects.Components.Morgue; using JetBrains.Annotations; using Robust.Shared.GameObjects.Systems; namespace Content.Server.GameObjects.EntitySystems { [UsedImplicitly] public class MorgueSystem : EntitySystem { private float _accumulatedFrameTime; public override void Update(float frameTime) { _accumulatedFrameTime += frameTime; if (_accumulatedFrameTime >= 10) { foreach (var morgue in ComponentManager.EntityQuery(true)) { morgue.Update(); } _accumulatedFrameTime -= 10; } } } }