void FixedUpdate()
        {
            // Unable to attack if AI disabled or paralyzed
            if (GameManager.Instance.DisableAI || entityBehaviour.Entity.IsParalyzed)
            {
                return;
            }

            // Unable to attack when playing certain oneshot anims
            if (mobile && mobile.IsPlayingOneShot() && mobile.OneShotPauseActionsWhilePlaying())
            {
                return;
            }

            // Countdown to next melee attack
            MeleeTimer -= Time.deltaTime;

            if (MeleeTimer < 0)
            {
                MeleeTimer = 0;
            }

            // Note: Speed comparison here is reversed from classic. Classic's way makes fewer attack
            // attempts at higher speeds, so it seems backwards.
            if (GameManager.ClassicUpdate && MeleeTimer == 0)
            {
                if (!MeleeAnimation())
                {
                    return;
                }

                ResetMeleeTimer();
            }
        }