using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using Verse;
using UnityEngine;

namespace CombatExtended;
public class ThinkNode_ConditionalNoJob : ThinkNode_Conditional
{
    public override bool Satisfied(Pawn pawn)
    {
        return pawn.CurJob == null;
    }
}
