           return @_moveAir(airSettings)
             .then =>
               @enemy.moveState = 'water'
-              #if @enemy.alive
               @_setupWaterSpot()
               @_moveWater(settings)
         else

    deltaX = if settings.x? then Math.abs(settings.x - @entity.x) else 0
    deltaY = if settings.y? then Math.abs(settings.y - @entity.y) else 0
    delta = Math.sqrt((deltaX ** 2) + (deltaY ** 2))

    return new Promise((resolve) =>
      easing = settings.easing ? 'linear'

          return @_moveWater(waterSettings)
            .then =>
              @enemy.moveState = 'air'
              @_removeWaterSpot()
              @_moveAir(settings)
        else
