public static Pawn FindNearbyPermanentlyInjuredPawn(Pawn pawn, int radius, float minSeverity)
            {
                List <Pawn> mapPawns   = pawn.Map.mapPawns.AllPawnsSpawned;
                List <Pawn> pawnList   = new List <Pawn>();
                Pawn        targetPawn = null;

                pawnList.Clear();
                for (int i = 0; i < mapPawns.Count; i++)
                {
                    targetPawn = mapPawns[i];
                    if (targetPawn != null && !targetPawn.Dead && !targetPawn.Destroyed && !Eval.IsUndead(targetPawn))
                    {
                        if (targetPawn.IsColonist && (pawn.Position - targetPawn.Position).LengthHorizontal <= radius)
                        {
                            float injurySeverity = 0;
                            using (IEnumerator <BodyPartRecord> enumerator = targetPawn.health.hediffSet.GetInjuredParts().GetEnumerator())
                            {
                                while (enumerator.MoveNext())
                                {
                                    BodyPartRecord rec = enumerator.Current;
                                    IEnumerable <Hediff_Injury> arg_BB_0 = targetPawn.health.hediffSet.GetHediffs <Hediff_Injury>();
                                    Func <Hediff_Injury, bool>  arg_BB_1;
                                    arg_BB_1 = ((Hediff_Injury injury) => injury.Part == rec);

                                    foreach (Hediff_Injury current in arg_BB_0.Where(arg_BB_1))
                                    {
                                        bool flag5 = !current.CanHealNaturally() && current.IsPermanent();
                                        if (flag5)
                                        {
                                            injurySeverity += current.Severity;
                                        }
                                    }
                                }
                            }
                            if (minSeverity != 0)
                            {
                                if (injurySeverity >= minSeverity)
                                {
                                    pawnList.Add(targetPawn);
                                }
                            }
                            else
                            {
                                if (injurySeverity != 0)
                                {
                                    pawnList.Add(targetPawn);
                                }
                            }
                            targetPawn = null;
                        }
                        else
                        {
                            targetPawn = null;
                        }
                    }
                }
                if (pawnList.Count > 0)
                {
                    return(pawnList.RandomElement());
                }
                else
                {
                    return(null);
                }
            }