using Content.Server.GameObjects.Components.Atmos; using JetBrains.Annotations; using Robust.Shared.GameObjects.Systems; namespace Content.Server.GameObjects.EntitySystems { [UsedImplicitly] public class BarotraumaSystem : EntitySystem { private const float TimePerUpdate = 0.5f; private float _timer = 0f; /// public override void Update(float frameTime) { _timer += frameTime; if (_timer < TimePerUpdate) return; _timer = 0f; foreach (var barotraumaComp in ComponentManager.EntityQuery()) { barotraumaComp.Update(frameTime); } } } }