anchor.diff:      {next_state, StateName, StateData}.
   
   terminate(Reason, StateName, StatData) ->
  -	io:format("BcAiFsm crashed with reason: ~p~n", [Reason]),
  +	lager:info("BcAiFsm crashed with reason: ~p", [Reason]),
       ok.
   
   code_change(OldVsn, StateName, StateData, Extra) ->
  
positive.code: 			attack_entity(InRangeEnemyBcEntity, State)
  	end.
  
  attack_entity(InRangeEnemyBcEntity, #state{entity = BcEntity,
  										   entity_config = BcEntityConfig,
  										   entities = BcEntities,
  										   entity_event_handler = EventHandler} = State) ->
  	Orientation = determine_orientation(BcEntity, InRangeEnemyBcEntity),
  	ReorientedEntity = reorient_entity(Orientation, BcEntity, BcEntities),
  	EntitiesEventPid = bc_entities:event(BcEntities),
  	gen_event:notify(EntitiesEventPid, {entity_attacking, ReorientedEntity}),
  
negative.code: 		case EventHandler of
  			undefined ->
  				EntityUuid = bc_entity:uuid(ReorientedEntity),
  				EnemyUuid = bc_entity:uuid(EnemyBcEntity),
  				EntitiesEventPid = bc_entities:event(BcEntities),
  				Handler = {bc_entity_died, EntityUuid},
  				gen_event:add_sup_handler(EntitiesEventPid, 
  