/// <summary>
    /// Updates the entity from the networked data
    /// </summary>
    protected void OnUpdate()
    {
        if (!Utilities.IsLevelLoaded())
        {
            return;
        }

        if (!m_initialised)
        {
            InitialiseAtWorld();
        }

        if (photonView.isMine)
        {
            m_health           = m_healthBar.HealthLevel;
            m_mouseCursorAngle = m_cannonController.MouseCursorAngle;

            if (m_cannonController.CannonsFiredRight)
            {
                m_firedCannonsRight = true;
            }
            if (m_cannonController.CannonsFiredLeft)
            {
                m_firedCannonsLeft = true;
            }
        }
        else if (m_recievedValidData)
        {
            PositionNonClientPlayer();
            m_cannonController.MouseCursorAngle = m_mouseCursorAngle;

            if (m_firedCannonsLeft)
            {
                m_cannonController.FireWeaponLeft();
                m_firedCannonsLeft = false;
            }

            if (m_firedCannonsRight)
            {
                m_cannonController.FireWeaponRight();
                m_firedCannonsRight = false;
            }

            if (m_health >= 0)
            {
                // Only update health if networked version is lower
                // This can mean however that networked version thinks its higher
                // and the entity can be running around seemingly empty
                // Because of this, initially set if lower but slowly increment if higher
                // This means if theres a difference it'll eventually correct itself

                float health = m_healthBar.HealthLevel;
                if (m_health <= health)
                {
                    m_healthBar.SetHealthLevel(m_health);
                }
                else
                {
                    float difference         = m_health - health;
                    float addSpeed           = Time.deltaTime * 0.05f;
                    float incrementingHealth = health + (difference * addSpeed);
                    m_healthBar.SetHealthLevel(incrementingHealth);
                }
            }
        }
    }