anchor.diff:  	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),
  
positive.code: 					   entities = BcEntities,
  					   map = BcMap} = State) ->
  	case move_entity(Direction, State) of
  		{ok, UpdatedBcEntity} ->
  			EntitiesEventPid = bc_entities:event(BcEntities),
  			gen_event:notify(EntitiesEventPid, {entity_moved, UpdatedBcEntity}),
  			MoveSpeed = bc_entity_config:move_speed(BcEntityConfig),
  			TimerRef = send_action_complete(MoveSpeed),
  			{next_state, moving, State#state{entity = UpdatedBcEntity,
  											 timer = TimerRef}};
  		{error, _} ->
  			sense(State)
  
negative.code: 	gen_event:notify(EntitiesEventPid, {entity_attacking, BcEntity}),
  	UpdatedState =
  		case EventHandler of
  			undefined ->
  				EntityUuid = bc_entity:uuid(BcEntity),
  				EnemyUuid = bc_entity:uuid(InRangeEnemyBcEntity),
  				EntitiesEventPid = bc_entities:event(BcEntities),
  