#pragma once #include "Behavior.h" // Makes the mob run away from any other mob that damages it //fwds class cMonster; class cItems; class cEntity; struct TakeDamageInfo; class cBehaviorCoward : cBehavior { public: cBehaviorCoward(cMonster * a_Parent); // Functions our host Monster should invoke: bool IsControlDesired() override; void Tick() override; void DoTakeDamage(TakeDamageInfo & a_TDI) override; private: cMonster * m_Parent; // Our Parent cEntity * m_Attacker; // The entity we're running away from };