anchor.diff:  										   entity_config = BcEntityConfig,
   										   entities = BcEntities,
   										   entity_event_handler = EventHandler} = State) ->
  +	%% TODO change entity orientation if neccesary
  +	EntitiesEventPid = bc_entities:event(BcEntities),
  +	gen_event:notify(EntitiesEventPid, {entity_attacking, BcEntity}),
   	UpdatedState =
   		case EventHandler of
   			undefined ->			
  
positive.code: 			EntitiesEventPid = bc_entities:event(BcEntities),
  			gen_event:notify(EntitiesEventPid, {entity_moved, UpdatedBcEntity}),
  			MoveSpeed = bc_entity_config:move_speed(BcEntityConfig),
  			MoveDelayFloat = 1000 - (1000 * MoveSpeed),
  			MoveDelayInt = erlang:trunc(MoveDelayFloat),
  			TimerRef = gen_fsm:send_event_after(MoveDelayInt, action_complete),
  			{next_state, moving, State#state{entity = UpdatedBcEntity,
  											 timer = TimerRef}};
  		{error, _} ->
  			sense(State)
  	end.
  
  move_entity(Direction, #state{entity = BcEntity, map = BcMap} = State) ->
  	OriginalBcCollision = bc_entity:to_collision(BcEntity),
  
negative.code: 
  handle_event({entity_died, EnemyBcEntity}, StateName, StateData) ->	
      {next_state, StateName, StateData};
  handle_event({entity_damaged, Damage}, StateName, #state{entity = BcEntity,
  														 entities = BcEntities,
  														 map = BcMap} = State) ->
  	case bc_entity:health(BcEntity) - Damage of
  		UpdatedHealth when UpdatedHealth > 0 ->
  			DamagedEntity = bc_entity:set_health(BcEntity, UpdatedHealth),
  			bc_entities:insert(DamagedEntity, BcEntities),
  			EntitiesEventPid = bc_entities:event(BcEntities),
  			gen_event:notify(EntitiesEventPid, {entity_damaged, DamagedEntity}),
  			{next_state, StateName, State#state{entity = DamagedEntity}};
  		UpdatedHealth when UpdatedHealth =< 0 ->
  			DeadEntity = bc_entity:set_health(BcEntity, UpdatedHealth),
  			BcCollision = bc_entity:to_collision(BcEntity),
  			bc_map:delete_collision(BcMap, BcCollision),
  			Uuid = bc_entity:uuid(BcEntity),
  			bc_entities:delete(Uuid),
  			EntitiesEventPid = bc_entities:event(BcEntities),
  			gen_event:notify(EntitiesEventPid, {entity_died, DeadEntity}),
  			{stop, entity_died, State#state{entity = DeadEntity}}
  	end;
  handle_event(Event, StateName, StateData) ->
    {next_state, StateName, StateData}.
  
  