protected override IEnumerable<Toil> MakeNewToils()
		{
			this.FailOnDespawnedOrNull(TargetIndex.A);
			yield return Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
			yield return Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn);
			Toil finalGoto = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
			finalGoto.socialMode = RandomSocialMode.Off;
			yield return finalGoto;
			yield return Toils_Interpersonal.Interact(TargetIndex.A, this.job.interaction);
			yield break;
		}
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedOrNull(TargetIndex.A);
            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.WaitToBeAbleToInteract(pawn));

            Toil toil = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);

            toil.socialMode = RandomSocialMode.Off;
            yield return(toil);

            yield return(Toils_Interpersonal.Interact(TargetIndex.A, job.interaction));
        }
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                    this.FailOnDespawnedOrNull(TargetIndex.A);
                    this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
                    if (!this.$disposing)
                    {
                        this.$PC = 1;
                    }
                    return(true);

                case 1u:
                    this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn);
                    if (!this.$disposing)
                    {
                        this.$PC = 2;
                    }
                    return(true);

                case 2u:
                    finalGoto            = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
                    finalGoto.socialMode = RandomSocialMode.Off;
                    this.$current        = finalGoto;
                    if (!this.$disposing)
                    {
                        this.$PC = 3;
                    }
                    return(true);

                case 3u:
                    this.$current = Toils_Interpersonal.Interact(TargetIndex.A, this.job.interaction);
                    if (!this.$disposing)
                    {
                        this.$PC = 4;
                    }
                    return(true);

                case 4u:
                    this.$PC = -1;
                    break;
                }
                return(false);
            }