using Content.Server.GameObjects.Components.Singularity;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class SingularitySystem : EntitySystem
private float _accumulator;
public override void Update(float frameTime)
base.Update(frameTime);
_accumulator += frameTime;
while (_accumulator > 1.0f)
_accumulator -= 1.0f;
foreach (var singularity in ComponentManager.EntityQuery<SingularityComponent>())
singularity.Update(1);
}