anchor.diff:  	bc_ai_fsm:damage_entity(EnemyBcAiFsm, Damage),
   	AttackSpeed = bc_entity_config:attack_speed(BcEntityConfig),
   	TimerRef = send_action_complete(AttackSpeed),
  -	lager:info("~p (~p) is attacking ~p (~p)", [bc_entity:uuid_str(BcEntity), 
  -												bc_entity:vertices(BcEntity), 
  -												bc_entity:uuid_str(EnemyBcEntity), 
  -												bc_entity:vertices(EnemyBcEntity)]),
   	{next_state, attacking, UpdatedState#state{timer = TimerRef}}.
   
   determine_orientation(BcEntity, EnemyBcEntity) ->
  
positive.code: 			bc_entities:delete(Uuid, BcEntities),
  			EntitiesEventPid = bc_entities:event(BcEntities),
  			gen_event:notify(EntitiesEventPid, {entity_died, DeadEntity}),
  			lager:info("~p Entity Died", [bc_entity:uuid_str(BcEntity)]),
  			{stop, normal, State#state{entity = DeadEntity}}
  	end;
  handle_event(Event, StateName, StateData) ->
  
negative.code: 						end 
  					end, undefined, SortedDistBcVertices) of
  		Path when is_list(Path) andalso length(Path) > 0 ->
  			Path;
  		undefined ->
  			{_, FirstBcVertex} = lists:nth(1, SortedDistBcVertices),
  			Path = compute_path(BcEntity, FirstBcVertex, State),
  			Path
  	end.
  
  