using Content.Server.GameObjects.Components.Power.PowerNetComponents; using JetBrains.Annotations; using Robust.Server.Interfaces.Timing; using Robust.Shared.GameObjects.Systems; using Robust.Shared.IoC; namespace Content.Server.GameObjects.EntitySystems { [UsedImplicitly] internal sealed class BatteryDischargerSystem : EntitySystem { [Dependency] private readonly IPauseManager _pauseManager = default!; public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery()) { if (_pauseManager.IsEntityPaused(comp.Owner)) { continue; } comp.Update(frameTime); } } } }