using Content.Shared._CP14.MagicSpell; using Content.Shared._CP14.MagicSpell.Components; using Robust.Shared.Timing; namespace Content.Server._CP14.MagicSpell; public sealed class CP14MagicVisionSystem : CP14SharedMagicVisionSystem { [Dependency] private readonly IGameTiming _timing = default!; public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var marker)) { if (_timing.CurTime < marker.EndTime) continue; QueueDel(uid); } } }