public override void Generate(Map map, GenStepParams parms)
        {
            float       num  = this.pointsRange.RandomInRange;
            List <Pawn> list = new List <Pawn>();

            for (int i = 0; i < 50; i++)
            {
                PawnKindDef pawnKindDef;
                if (!ManhunterPackIncidentUtility.TryFindManhunterAnimalKind(this.pointsRange.RandomInRange, map.Tile, out pawnKindDef))
                {
                    return;
                }
                list.Add(PawnGenerator.GeneratePawn(pawnKindDef, null));
                num -= pawnKindDef.combatPower;
                if (num <= 0f)
                {
                    break;
                }
            }
            for (int j = 0; j < list.Count; j++)
            {
                IntVec3 intVec;
                if (CellFinderLoose.TryGetRandomCellWith((IntVec3 x) => x.Standable(map) && x.Fogged(map) && GridsUtility.GetRoom(x, map, RegionType.Set_Passable).CellCount >= 4, map, 1000, out intVec))
                {
                    IntVec3 intVec2 = CellFinder.RandomSpawnCellForPawnNear(intVec, map, 10);
                    GenSpawn.Spawn(list[j], intVec2, map, Rot4.Random, WipeMode.Vanish, false);
                    list[j].mindState.mentalStateHandler.TryStartMentalState(MentalStateDefOf.ManhunterPermanent, null, false, false, null);
                }
            }
        }