Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/StatusEffectsSystem.cs

26 lines
779 B
C#

using Content.Client.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
namespace Content.Client.GameObjects.EntitySystems
{
public class StatusEffectsSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (!_gameTiming.IsFirstTimePredicted)
return;
foreach (var clientStatusEffectsComponent in EntityManager.ComponentManager.EntityQuery<ClientStatusEffectsComponent>())
{
clientStatusEffectsComponent.FrameUpdate(frameTime);
}
}
}
}