using Content.Client.GameObjects.Components.Mobs; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.Timing; using Robust.Shared.IoC; namespace Content.Client.GameObjects.EntitySystems { public class StatusEffectsSystem : EntitySystem { [Dependency] private readonly IGameTiming _gameTiming = default!; public override void FrameUpdate(float frameTime) { base.FrameUpdate(frameTime); if (!_gameTiming.IsFirstTimePredicted) return; foreach (var clientStatusEffectsComponent in EntityManager.ComponentManager.EntityQuery()) { clientStatusEffectsComponent.FrameUpdate(frameTime); } } } }