
        private void PatchCharacterBehavior(Character character)
        {
            ((CompositeNode<Character>)character.Behavior).mChildren.Insert(0, new Condition<Character>(new ConditionDelegate<Character>(this.NoThinkingWhenPaused)));
        }

        private TaskResult NoThinkingWhenPaused(Character character, float dt)
        {
            if (GnomanEmpire.Instance.World.Paused)
            {
                return TaskResult.Success;