Pet::HappinessLoss(int Mode1,int Mode2,int Mode3){
int Mode1(){
if (!HUNTER_PET->getVictim() && HUNTER_PET->GetHealth()*100 / HUNTER_PET->GetMaxHealth() < 80){ // Case of less then 80% hp+in combat - person loses moral slowly but it'll get rapid if loses health
while(int m_happinessTimer= m_happinessTimer - 20){ //runs a timer, if timer ends pet gets to 0 timer - and get the diff shit
m_happinessTimer=0;}
}
}
}
int Mode2(){
if(!HUNTER_PET->getVictim()&& HUNTER_PET->GetHealth()*100 / HUNTER_PET->GetMaxHealth() < 50){ // Case of 50% - person loses more moral
while(int m_happinessTimer = m_happinessTimer - 40){
m_happinessTimer=0;}
}
}
int Mode3(){
if(int !HUNTER_PET->getVictim()&& HUNTER_PET->GetHealth()*100 / HUNTER_PET->GetMaxHealth() <= 30){ //Case of 30% - person loses moral radically
while(int m_happinessTimer = m_happinessTimer - 60){
m_happinessTimer = 0;}
}
}
Pet::HappinessCurrent(int m_happinessTimer){ // if pet goes out of combat - it regenerates the timer back.
if(int HUNTER_PET->getVictim()){ // if out of combat the countdown runs
for(int resetloop = 0; resetloop != 35, resetloop++

{
m_happinessTimer = m_happinessTimer +=3000;}
if(int !HUNTER_PET->getVictim()){ // case of getting into combat while counting it doesn't changes the timer back.
break;}
}
}