using Content.Server.Power.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.Power.EntitySystems { [UsedImplicitly] internal sealed class PowerApcSystem : EntitySystem { public override void Initialize() { base.Initialize(); UpdatesAfter.Add(typeof(PowerNetSystem)); } public override void Update(float frameTime) { foreach (var apc in EntityManager.EntityQuery()) { apc.Update(); } } } }