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#pragma once
// fwds
class cMonster;
class cEntity;
class cChunk;
class Vector3d;
class cBehaviorDayLightBurner
{
cBehaviorDayLightBurner(cMonster * a_Parent);
bool WouldBurnAt(Vector3d & a_Location, cChunk & a_Chunk);
// Functions our host Monster should invoke:
void Tick();
private:
cMonster * m_Parent; // Our Parent
cEntity * m_Attacker; // The entity we're running away from
};
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