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

namespace CombatExtended;
public class ThinkNode_ConditionalSuppressed : ThinkNode_Conditional
{
    public override bool Satisfied(Pawn pawn)
    {
        CompSuppressable comp = pawn.TryGetComp<CompSuppressable>();
        return comp != null && comp.CanReactToSuppression && comp.isSuppressed;
    }
}
