using Content.Server.Nutrition.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.Nutrition.EntitySystems { [UsedImplicitly] public class ThirstSystem : EntitySystem { private float _accumulatedFrameTime; public override void Update(float frameTime) { _accumulatedFrameTime += frameTime; if (_accumulatedFrameTime > 1) { foreach (var component in EntityManager.EntityQuery()) { component.OnUpdate(_accumulatedFrameTime); } _accumulatedFrameTime -= 1; } } } }