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OldThink/Content.Server/GameObjects/EntitySystems/BloodstreamSystem.cs

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using Content.Server.GameObjects.Components.Metabolism;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
/// <summary>
/// Triggers metabolism updates for <see cref="BloodstreamComponent"/>
/// </summary>
[UsedImplicitly]
public class BloodstreamSystem : EntitySystem
{
private float _accumulatedFrameTime;
public override void Initialize()
{
EntityQuery = new TypeEntityQuery(typeof(BloodstreamComponent));
}
public override void Update(float frameTime)
{
//Trigger metabolism updates at most once per second
_accumulatedFrameTime += frameTime;
if (_accumulatedFrameTime > 1.0f)
{
foreach (var entity in RelevantEntities)
{
var comp = entity.GetComponent<BloodstreamComponent>();
comp.OnUpdate(_accumulatedFrameTime);
}
_accumulatedFrameTime = 0.0f;
}
}
}
}