// Checks if an EntityState blocks sprinting
        private bool ShouldSprintBeDisabledOnThisBody(RoR2.CharacterBody targetBody) {
            EntityStateMachine[] stateMachines;
            stateMachines = targetBody.GetComponents<EntityStateMachine>();
            bool isSprintBlocked = false;
            foreach (EntityStateMachine machine in stateMachines) {
                var currentState = machine.state;
                if (currentState == null) { return false; }
#if DEBUGGY
                if (!knownEntityStates.Contains(currentState.ToString())) {
                    knownEntityStates.Add(currentState.ToString());
                    Debug.LogError("List of Known EntityStates;");
                    foreach (var item in knownEntityStates) {
                        Debug.Log(item);
                    }
                }
#endif
                if (stateSprintDisableList.Contains(currentState.ToString())) { isSprintBlocked = true; }
            }
            return isSprintBlocked;
        }