using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Client.Camera { [UsedImplicitly] public sealed class CameraRecoilSystem : EntitySystem { public override void FrameUpdate(float frameTime) { base.FrameUpdate(frameTime); foreach (var recoil in EntityManager.EntityQuery(true)) { recoil.FrameUpdate(frameTime); } } } }