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