using Content.Server.Interfaces;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.EntitySystems.DeviceNetwork
{
internal sealed class DeviceNetworkSystem : EntitySystem
[Dependency] private readonly IDeviceNetwork _network = default!;
public override void Update(float frameTime)
base.Update(frameTime);
_network.Update();
}