void activateStruckState(int dummy)
        {
            StopAllCoroutines();

            if (currentState != struckState)
            {
                capturedState = currentState;
            }

            if (rangeWeapon != null) //required if no gun holding animation
            {
                rangeWeapon.SetActive(false);
            }

            if (myNavMeshAgent.enabled)
            {
                myNavMeshAgent.Stop();
            }

            currentState = struckState;

            npcManagerMasterScript.callNPCStruckAnimEvent();

            StartCoroutine(recoverFromStruckState());
        }