using Content.Shared.GameObjects.Components.Movement; using JetBrains.Annotations; using Robust.Shared.GameObjects.Systems; namespace Content.Shared.GameObjects.EntitySystems { [UsedImplicitly] public class SlipperySystem : EntitySystem { /// public override void Update(float frameTime) { foreach (var slipperyComp in ComponentManager.EntityQuery(true)) { slipperyComp.Update(); } } } }