using Robust.Shared.GameObjects;
namespace Robust.Shared.Player
{
///
/// EntitySystem used for any Filters that require different behaviors on the server and client.
///
internal abstract class SharedFilterSystem : EntitySystem
{
///
/// Adds all players attached to the given entities to the given filter, then returns it.
///
public abstract Filter FromEntities(Filter filter, params EntityUid[] entities);
}
}