using Content.Client.GameObjects.Components.Mobs; using Robust.Shared.GameObjects.Systems; namespace Content.Client.GameObjects.EntitySystems { public sealed class CameraRecoilSystem : EntitySystem { public override void FrameUpdate(float frameTime) { base.FrameUpdate(frameTime); foreach (var recoil in EntityManager.ComponentManager.EntityQuery()) { recoil.FrameUpdate(frameTime); } } } }