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+#pragma once
+
+#include "Behavior.h"
+
+/** Makes the mob tamable. Once tamed, the mob will have an owner and will follow it around.
+The mob can optionally be granted sitting ability via the CanSit flag, and the ability to defend
+its owner via the IsProtector flag.
+
+If the mob is not sitting and the owner strays too far, the mob will teleport to the owner.
+
+This base class behavior does not permit in-game taming (except when used by horses).
+The derived classes determine how the mob should be tamed and they should be used instead.
+
+Connections to other behaviors:
+ - Suppresses cBehaviorBreeder until the mob has an owner.
+ - If IsProtecter is set to true, the mob should also have a cBehaviorAttacker
+
+Special connections:
+ - relies on cMonster::NeverDespawn (TODO) and ensures the mob never despawns if it has an owner.
+ - mobTodo cMonster::NeverDespawn + cWorld changes
+ - Horse taming is horse-specific, so the horse taming logic is in the horse class, and
+it will call cBehaviorBrave::SetOwner once tamed.
+
+*/
+class cBehaviorBrave : cBehavior
+{
+public:
+ void AttachToMonster(cMonster & a_Parent);
+ void DoTakeDamage(TakeDamageInfo & a_TDI) override;
+
+private:
+ cMonster * m_Parent; // Our Parent
+};