anchor.diff:  	end.
   
   attack_entity(InRangeEnemyBcEntity, #state{entity = BcEntity,
  +										   entity_config = BcEntityConfig,
   										   entities = BcEntities,
   										   entity_event_handler = EventHandler} = State) ->
   	UpdatedState =
  
positive.code: 					  {entity_died, bc_entity:entity()}) -> ok.
  entity_died(BcAiFsm, EntityDiedEvent) ->
  	gen_fsm:send_all_state_event(BcAiFsm, EntityDiedEvent).
  
  %% ====================================================================
  %% Behavioural functions
  
negative.code: %% All State functions
  %% ====================================================================
  
  handle_event({entity_died, EnemyBcEntity}, StateName, StateData) ->	
      {next_state, StateName, StateData};
  handle_event({entity_damaged, Damage}, StateName, StateData) ->
  	{next_state, StateName, StateData};
  handle_event(Event, StateName, StateData) ->
    {next_state, StateName, StateData}.
  
  handle_sync_event(Event, From, StateName, StateData) ->
      Reply = ok,
  