public void ChaosResizeEnemy(AIActor aiActor, bool delayed = false)
        {
            // AIActor targetAIActor = aiActor.gameObject.GetComponent<AIActor>();
            if (!ChaosConsole.randomEnemySizeEnabled)
            {
                return;
            }
            if (string.IsNullOrEmpty(aiActor.EnemyGuid))
            {
                return;
            }
            if (aiActor.name.ToLower().StartsWith("glitched") | aiActor.name.ToLower().EndsWith("(clone)(clone)"))
            {
                return;
            }
            if (ChaosLists.BannedEnemyGUIDList.Contains(aiActor.EnemyGuid))
            {
                return;
            }
            if (!ChaosConsole.randomEnemySizeEnabled)
            {
                return;
            }
            if (aiActor.GetComponentInParent <BossStatueController>() != null)
            {
                return;
            }
            try {
                if (aiActor.transform.position.GetAbsoluteRoom().GetRoomName().ToLower().StartsWith("doublebeholsterroom01"))
                {
                    return;
                }
            } catch (System.Exception) { return; }
            int currentFloor = GameManager.Instance.CurrentFloor;

            // Vector2 currentCorpseScale = new Vector2(1, 1);

            if (currentFloor == -1)
            {
                ChaosConsole.RandomResizedEnemies = 0.45f;
            }
            else
            {
                if (currentFloor > 2 && currentFloor < 5)
                {
                    ChaosConsole.RandomResizedEnemies = 0.45f;
                }
                else
                {
                    if (currentFloor > 4 && currentFloor < 6)
                    {
                        ChaosConsole.RandomResizedEnemies = 0.47f;
                    }
                    else
                    {
                        if (currentFloor > 5)
                        {
                            ChaosConsole.RandomResizedEnemies = 0.6f;
                        }
                    }
                }
            }

            if (Random.value >= ChaosConsole.RandomResizedEnemies)
            {
                return;
            }
            if (Random.value <= ChaosConsole.RandomSizeChooser)
            {
                // Make them tiny bois :P
                // Don't make cursed bois tiny. It can be a bit much to get hurt by tiny bois that are cursed. :P
                if (aiActor.IsBlackPhantom)
                {
                    aiActor.StartCoroutine(ResizeEnemy(aiActor, new Vector2(1.5f, 1.5f), false, true, delayed));
                }
                else
                {
                    aiActor.StartCoroutine(ResizeEnemy(aiActor, new Vector2(0.5f, 0.5f), false, false, delayed));
                    // targetAIActor.CollisionKnockbackStrength /= 2f;
                }
            }
            else
            {
                // Make them big bois :P
                aiActor.StartCoroutine(ResizeEnemy(aiActor, new Vector2(1.5f, 1.5f), false, delayed));
                // targetAIActor.CollisionKnockbackStrength *= 1.5f;
            }
            aiActor.placeableWidth  += 2;
            aiActor.placeableHeight += 2;
            return;
        }