using Content.Shared.Revenant.Components; namespace Content.Shared.Revenant.EntitySystems; /// /// This handles... /// public abstract class SharedRevenantOverloadedLightsSystem : EntitySystem { public override void Update(float frameTime) { base.Update(frameTime); var enumerator = EntityQueryEnumerator(); while (enumerator.MoveNext(out var uid, out var comp)) { comp.Accumulator += frameTime; if (comp.Accumulator < comp.ZapDelay) continue; OnZap((uid, comp)); RemCompDeferred(uid, comp); } } protected abstract void OnZap(Entity component); }