using Content.Server.GameObjects.Components.Buckle; using Content.Server.GameObjects.EntitySystems.Click; using JetBrains.Annotations; using Robust.Server.GameObjects.EntitySystems; using Robust.Shared.GameObjects.Systems; namespace Content.Server.GameObjects.EntitySystems { [UsedImplicitly] internal sealed class BuckleSystem : EntitySystem { public override void Initialize() { base.Initialize(); UpdatesAfter.Add(typeof(InteractionSystem)); UpdatesAfter.Add(typeof(InputSystem)); } public override void Update(float frameTime) { foreach (var buckle in ComponentManager.EntityQuery()) { buckle.Update(); } } } }