using Content.Server.GameObjects.Components.NodeContainer.NodeGroups; using Robust.Shared.GameObjects.Systems; using Robust.Shared.IoC; namespace Content.Server.GameObjects.EntitySystems { public class NodeGroupSystem : EntitySystem { [Dependency] private readonly INodeGroupManager _groupManager = default!; public override void Update(float frameTime) { base.Update(frameTime); _groupManager.Update(frameTime); } } }