/// <summary>
        /// Handle shared logic when player attacks entity.
        /// </summary>
        public void HandleAttackFromSource(DaggerfallEntityBehaviour sourceEntityBehaviour)
        {
            // Break "normal power" concealment effects on source
            if (sourceEntityBehaviour.Entity.IsMagicallyConcealedNormalPower)
            {
                EntityEffectManager.BreakNormalPowerConcealmentEffects(sourceEntityBehaviour);
            }

            // When source is player
            if (sourceEntityBehaviour == GameManager.Instance.PlayerEntityBehaviour)
            {
                // Handle civilian NPC crime reporting
                if (EntityType == EntityTypes.CivilianNPC)
                {
                    PlayerEntity    playerEntity = GameManager.Instance.PlayerEntity;
                    MobilePersonNPC mobileNpc    = transform.GetComponent <MobilePersonNPC>();
                    if (mobileNpc)
                    {
                        // Handle assault or murder
                        if (Entity.CurrentHealth > 0)
                        {
                            playerEntity.CrimeCommitted = PlayerEntity.Crimes.Assault;
                            playerEntity.SpawnCityGuards(true);
                        }
                        else
                        {
                            playerEntity.TallyCrimeGuildRequirements(false, 5);
                            // TODO: LOS check from each townsperson. If seen, register crime and start spawning guards as below.
                            playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                            playerEntity.SpawnCityGuards(true);

                            // Disable when dead
                            mobileNpc.Motor.gameObject.SetActive(false);
                        }
                    }
                }

                // Handle mobile enemy aggro
                if (EntityType == EntityTypes.EnemyClass || EntityType == EntityTypes.EnemyMonster)
                {
                    // Make enemy aggressive to player
                    EnemyMotor enemyMotor = transform.GetComponent <EnemyMotor>();
                    if (enemyMotor)
                    {
                        if (!enemyMotor.IsHostile)
                        {
                            GameManager.Instance.MakeEnemiesHostile();
                        }
                        enemyMotor.MakeEnemyHostileToPlayer(GameManager.Instance.PlayerObject);
                    }
                }
            }
        }