#nullable enable
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Shared.Slippery
{
[UsedImplicitly]
public class SlipperySystem : EntitySystem
{
///
public override void Update(float frameTime)
{
foreach (var slipperyComp in ComponentManager.EntityQuery().ToArray())
{
slipperyComp.Update();
}
}
}
}