anchor.diff:  	end.
   
   attack_entity(InRangeEnemyBcEntity, #state{entity = BcEntity,
  +										   entity_config = BcEntityConfig,
   										   entities = BcEntities,
   										   entity_event_handler = EventHandler} = State) ->
   	UpdatedState =
  
positive.code: 			_ ->
  				State
  		end,
  	{next_state, attacking, UpdatedState}.
  
  dist_entities(#state{entity = BcEntity} = State) ->
  	NearbyBcEntities = nearby_entities(State),
  
negative.code: 					  {entity_died, bc_entity:entity()}) -> ok.
  entity_died(BcAiFsm, EntityDiedEvent) ->
  	gen_fsm:send_all_state_event(BcAiFsm, EntityDiedEvent).
  
  -spec damage_entity(BcAiFsm :: pid(), 
  					Damage :: integer()) -> ok.
  damage_entity(BcAiFsm, Damage) ->
  	gen_fsm:send_all_state_event(BcAiFsm, {entity_damaged, Damage}).
  
  %% ====================================================================
  %% Behavioural functions
  