anchor.diff:  			bc_entities:delete(Uuid, BcEntities),
   			EntitiesEventPid = bc_entities:event(BcEntities),
   			gen_event:notify(EntitiesEventPid, {entity_died, DeadEntity}),
  -			{stop, entity_died, State#state{entity = DeadEntity}}
  +			{stop, normal, State#state{entity = DeadEntity}}
   	end;
   handle_event(Event, StateName, StateData) ->
     {next_state, StateName, StateData}.
  
positive.code: 	UpdatedBcCollision = bc_collision:move(Direction, OriginalBcCollision),
  	case bc_map:update_collision(BcMap, OriginalBcCollision, UpdatedBcCollision) of
  		ok ->
  			UpdatedBcVertices = bc_collision:vertices(UpdatedBcCollision),
  			UpdatedBcEntity = bc_entity:set_vertices(UpdatedBcVertices, BcEntity),
  			{ok, UpdatedBcEntity};
  		{error, _} = Error ->
  			Error
  	end.
  
negative.code: 	AttackSpeed = bc_entity_config:attack_speed(BcEntityConfig),
  	TimerRef = send_action_complete(AttackSpeed),
  	{next_state, attacking, UpdatedState#state{timer = TimerRef}}.
  
  determine_orientation(BcEntity, EnemyBcEntity) ->
  	BcVertices = bc_entity:vertices(BcEntity),
  	EnemyBcVertices = bc_entity:vertices(EnemyBcEntity),
  	%% TODO recalculate orientation
  	up.
  
  calculate_damage(BcEntityConfig, EnemyBcEntity, BcEntities) ->
  	EnemyEntityType = bc_entity:entity_type(EnemyBcEntity),
  