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Right place for Entity logic

In terms of Component Entity System, where should I put an entity logic that should be processed on each animation frame? Say, I wish some logic like "when x-position is more than .. start rotation ...
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Avoiding circular referencing using a Finite State Machine in a Component Based Architecture

While answering this question, I realised I had made the same mistake in my own code for a game I am writing using an Entity-Component System. The problem arose when I decided to use a Finite State ...