#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(); } } } }