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 = base.InsultingSpreeDelayToil(); if (!this.$disposing) { this.$PC = 2; } return(true); case 2u: this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 3; } return(true); case 3u: finalGoto = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); finalGoto.socialMode = RandomSocialMode.Off; this.$current = finalGoto; if (!this.$disposing) { this.$PC = 4; } return(true); case 4u: this.$current = base.InteractToil(); if (!this.$disposing) { this.$PC = 5; } return(true); case 5u: this.$PC = -1; break; } return(false); }
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)); }
protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedOrNull(TargetIndex.A); this.FailOnMentalState(TargetIndex.A); this.FailOnNotAwake(TargetIndex.A); this.FailOn(() => !this.Talkee.IsPrisonerOfColony || !this.Talkee.guest.PrisonerIsSecure); yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.SetLastInteractTime(TargetIndex.A)); if (this.job.def == JobDefOf.PrisonerAttemptRecruit) { yield return(Toils_Interpersonal.TryRecruit(TargetIndex.A)); } yield break; }
protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedNullOrForbidden(TargetIndex.A); this.FailOnDowned(TargetIndex.A); this.FailOnNotCasualInterruptible(TargetIndex.A); yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A)); yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A)); foreach (Toil t in this.FeedToils()) { yield return(t); } yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A)); foreach (Toil t2 in this.FeedToils()) { yield return(t2); } yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.SetLastInteractTime(TargetIndex.A)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(this.FinalInteractToil()); yield break; }
protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedNullOrForbidden(TargetIndex.A); this.FailOnNotCasualInterruptible(TargetIndex.A); yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(pawn)); Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch).socialMode = RandomSocialMode.Off; Toils_General.WaitWith(TargetIndex.A, 100, useProgressBar: false, maintainPosture: true).socialMode = RandomSocialMode.Off; yield return(Toils_General.Do(delegate { Pawn recipient = (Pawn)pawn.CurJob.targetA.Thing; pawn.interactions.TryInteractWith(recipient, InteractionDefOf.Nuzzle); })); }
protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedOrNull(TargetIndex.A); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(this.InsultingSpreeDelayToil()); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); Toil finalGoto = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); finalGoto.socialMode = RandomSocialMode.Off; yield return(finalGoto); yield return(this.InteractToil()); }
protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedNullOrForbidden(TargetIndex.A); this.FailOnDowned(TargetIndex.A); this.FailOnNotCasualInterruptible(TargetIndex.A); yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(TalkToAnimal(TargetIndex.A)); yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(TalkToAnimal(TargetIndex.A)); foreach (Toil item in FeedToils()) { yield return(item); } yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(TalkToAnimal(TargetIndex.A)); foreach (Toil item2 in FeedToils()) { yield return(item2); } yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch).FailOn(() => !CanInteractNow)); yield return(Toils_Interpersonal.SetLastInteractTime(TargetIndex.A)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(FinalInteractToil()); }
public bool MoveNext() { uint num = (uint)this.$PC; this.$PC = -1; switch (num) { case 0u: this.FailOnDespawnedNullOrForbidden(TargetIndex.A); this.FailOnNotCasualInterruptible(TargetIndex.A); this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); if (!this.$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: gotoTarget = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); gotoTarget.socialMode = RandomSocialMode.Off; wait = Toils_General.WaitWith(TargetIndex.A, 100, false, true); wait.socialMode = RandomSocialMode.Off; this.$current = Toils_General.Do(delegate { Pawn recipient = (Pawn)this.pawn.CurJob.targetA.Thing; this.pawn.interactions.TryInteractWith(recipient, InteractionDefOf.Nuzzle); }); if (!this.$disposing) { this.$PC = 3; } return(true); case 3u: this.$PC = -1; break; } return(false); }
protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedOrNull(TargetIndex.A); this.FailOnMentalState(TargetIndex.A); this.FailOnNotAwake(TargetIndex.A); this.FailOn(() => !Talkee.IsPrisonerOfColony || !Talkee.guest.PrisonerIsSecure); yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee)); yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A).FailOn(() => !Talkee.guest.ScheduledForInteraction)); yield return(Toils_Interpersonal.SetLastInteractTime(TargetIndex.A)); yield return(Toils_Interpersonal.TryRecruit(TargetIndex.A)); }
protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedNullOrForbidden(TargetIndex.A); this.FailOn(() => !this.Patient.InBed() || !this.Patient.Awake()); if (this.Chair != null) { this.FailOnDespawnedNullOrForbidden(TargetIndex.B); } if (this.Chair != null) { yield return(Toils_Goto.GotoThing(TargetIndex.B, PathEndMode.OnCell)); } else { yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell)); } yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(new Toil { tickAction = delegate() { this.Patient.needs.joy.GainJoy(this.job.def.joyGainRate * 0.000144f, this.job.def.joyKind); if (this.pawn.IsHashIntervalTick(320)) { InteractionDef intDef = (Rand.Value >= 0.8f) ? InteractionDefOf.DeepTalk : InteractionDefOf.Chitchat; this.pawn.interactions.TryInteractWith(this.Patient, intDef); } this.pawn.rotationTracker.FaceCell(this.Patient.Position); this.pawn.GainComfortFromCellIfPossible(); JoyUtility.JoyTickCheckEnd(this.pawn, JoyTickFullJoyAction.None, 1f, null); if (this.pawn.needs.joy.CurLevelPercentage > 0.9999f && this.Patient.needs.joy.CurLevelPercentage > 0.9999f) { this.pawn.jobs.EndCurrentJob(JobCondition.Succeeded, true); } }, handlingFacing = true, socialMode = RandomSocialMode.Off, defaultCompleteMode = ToilCompleteMode.Delay, defaultDuration = this.job.def.joyDuration }); yield break; }
public bool MoveNext() { uint num = (uint)this.$PC; this.$PC = -1; switch (num) { case 0u: this.FailOnDespawnedOrNull(TargetIndex.A); this.FailOnMentalState(TargetIndex.A); this.FailOnNotAwake(TargetIndex.A); this.FailOn(() => !base.Talkee.IsPrisonerOfColony || !base.Talkee.guest.PrisonerIsSecure); this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode); if (!this.$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: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 3; } return(true); case 3u: this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee); if (!this.$disposing) { this.$PC = 4; } return(true); case 4u: this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode); if (!this.$disposing) { this.$PC = 5; } return(true); case 5u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 6; } return(true); case 6u: this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee); if (!this.$disposing) { this.$PC = 7; } return(true); case 7u: this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode); if (!this.$disposing) { this.$PC = 8; } return(true); case 8u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 9; } return(true); case 9u: this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee); if (!this.$disposing) { this.$PC = 10; } return(true); case 10u: this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode); if (!this.$disposing) { this.$PC = 11; } return(true); case 11u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 12; } return(true); case 12u: this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee); if (!this.$disposing) { this.$PC = 13; } return(true); case 13u: this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode); if (!this.$disposing) { this.$PC = 14; } return(true); case 14u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 15; } return(true); case 15u: this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee); if (!this.$disposing) { this.$PC = 16; } return(true); case 16u: this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode); if (!this.$disposing) { this.$PC = 17; } return(true); case 17u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 18; } return(true); case 18u: this.$current = Toils_Interpersonal.SetLastInteractTime(TargetIndex.A); if (!this.$disposing) { this.$PC = 19; } return(true); case 19u: if (this.job.def == JobDefOf.PrisonerAttemptRecruit) { this.$current = Toils_Interpersonal.TryRecruit(TargetIndex.A); if (!this.$disposing) { this.$PC = 20; } return(true); } break; case 20u: break; default: return(false); } this.$PC = -1; return(false); }
public bool MoveNext() { uint num = (uint)this.$PC; this.$PC = -1; bool flag = false; switch (num) { case 0u: this.FailOnDespawnedNullOrForbidden(TargetIndex.A); this.FailOnDowned(TargetIndex.A); this.FailOnNotCasualInterruptible(TargetIndex.A); this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); if (!this.$disposing) { this.$PC = 1; } return(true); case 1u: this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 2; } return(true); case 2u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 3; } return(true); case 3u: this.$current = JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A); if (!this.$disposing) { this.$PC = 4; } return(true); case 4u: this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); if (!this.$disposing) { this.$PC = 5; } return(true); case 5u: this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 6; } return(true); case 6u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 7; } return(true); case 7u: this.$current = JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A); if (!this.$disposing) { this.$PC = 8; } return(true); case 8u: enumerator = base.FeedToils().GetEnumerator(); num = 4294967293u; break; case 9u: break; case 10u: this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 11; } return(true); case 11u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 12; } return(true); case 12u: this.$current = JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A); if (!this.$disposing) { this.$PC = 13; } return(true); case 13u: enumerator2 = base.FeedToils().GetEnumerator(); num = 4294967293u; goto Block_15; case 14u: goto IL_2E4; case 15u: this.$current = Toils_Interpersonal.SetLastInteractTime(TargetIndex.A); if (!this.$disposing) { this.$PC = 16; } return(true); case 16u: this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 17; } return(true); case 17u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 18; } return(true); case 18u: this.$current = this.FinalInteractToil(); if (!this.$disposing) { this.$PC = 19; } return(true); case 19u: this.$PC = -1; return(false); default: return(false); } try { switch (num) { } if (enumerator.MoveNext()) { t = enumerator.Current; this.$current = t; if (!this.$disposing) { this.$PC = 9; } flag = true; return(true); } } finally { if (!flag) { if (enumerator != null) { enumerator.Dispose(); } } } this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); if (!this.$disposing) { this.$PC = 10; } return(true); Block_15: try { IL_2E4: switch (num) { } if (enumerator2.MoveNext()) { t2 = enumerator2.Current; this.$current = t2; if (!this.$disposing) { this.$PC = 14; } flag = true; return(true); } } finally { if (!flag) { if (enumerator2 != null) { enumerator2.Dispose(); } } } this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); if (!this.$disposing) { this.$PC = 15; } return(true); }
public bool MoveNext() { uint num = (uint)this.$PC; this.$PC = -1; switch (num) { case 0u: this.FailOnDespawnedNullOrForbidden(TargetIndex.A); this.FailOn(() => !base.Patient.InBed() || !base.Patient.Awake()); if (base.Chair != null) { this.FailOnDespawnedNullOrForbidden(TargetIndex.B); } if (base.Chair != null) { this.$current = Toils_Goto.GotoThing(TargetIndex.B, PathEndMode.OnCell); if (!this.$disposing) { this.$PC = 1; } return(true); } this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell); if (!this.$disposing) { this.$PC = 2; } return(true); case 1u: break; case 2u: break; case 3u: { Toil waitAndTalk = new Toil(); waitAndTalk.tickAction = delegate() { base.Patient.needs.joy.GainJoy(this.job.def.joyGainRate * 0.000144f, this.job.def.joyKind); if (this.pawn.IsHashIntervalTick(320)) { InteractionDef intDef = (Rand.Value >= 0.8f) ? InteractionDefOf.DeepTalk : InteractionDefOf.Chitchat; this.pawn.interactions.TryInteractWith(base.Patient, intDef); } this.pawn.rotationTracker.FaceCell(base.Patient.Position); this.pawn.GainComfortFromCellIfPossible(); JoyUtility.JoyTickCheckEnd(this.pawn, JoyTickFullJoyAction.None, 1f, null); if (this.pawn.needs.joy.CurLevelPercentage > 0.9999f && base.Patient.needs.joy.CurLevelPercentage > 0.9999f) { this.pawn.jobs.EndCurrentJob(JobCondition.Succeeded, true); } }; waitAndTalk.handlingFacing = true; waitAndTalk.socialMode = RandomSocialMode.Off; waitAndTalk.defaultCompleteMode = ToilCompleteMode.Delay; waitAndTalk.defaultDuration = this.job.def.joyDuration; this.$current = waitAndTalk; if (!this.$disposing) { this.$PC = 4; } return(true); } case 4u: this.$PC = -1; return(false); default: return(false); } this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 3; } return(true); }