void MomentFeature_AIState(AcceptibleWaysToDie circumstance, AIStates aIStates, BodyType bodyType = BodyType.None)
    {
        if (circumstance == AcceptibleWaysToDie.killBox)
        {
            switch (aIStates)
            {
            case (AIStates.Stunned):
                if (bodyType == BodyType.Player)
                {
                    CurrentFeature.pointValue  = 50;
                    CurrentFeature.description = "Depossession";
                }
                else
                {
                    CurrentFeature.pointValue  = 100;
                    CurrentFeature.description = "DUNK";
                }
                break;

            case (AIStates.Chasing):
                CurrentFeature.pointValue  = 50;
                CurrentFeature.description = "Bait";
                break;
            }
        }
        else
        {
            switch (aIStates)
            {
            case (AIStates.Stunned):
                CurrentFeature.pointValue  = 100;
                CurrentFeature.description = "Kick 'em while they're down";
                break;

            case (AIStates.Chasing):
            case (AIStates.Positioning):
                CurrentFeature.pointValue  = 50;
                CurrentFeature.description = "Killing Blow";
                break;

            case (AIStates.Attacking):
            case (AIStates.ImmediateAttack):
                CurrentFeature.pointValue  = 50;
                CurrentFeature.description = "Parry";
                break;

            case (AIStates.Following):
                CurrentFeature.pointValue  = 100;
                CurrentFeature.description = "Bullying";
                break;

            case (AIStates.Roaming):
                CurrentFeature.pointValue  = 80;
                CurrentFeature.description = "Cold blooded murder";
                break;

            default:
                CurrentFeature.pointValue  = 10;
                CurrentFeature.description = "Something cool";
                break;
            }
        }
    }
    public void AwardPointsForBodyKilled(Vector3 eventPosition, EnemyController corpse, AcceptibleWaysToDie circumstance)
    {
        if (corpse is EnemyController && !RecentlyKilledEnemies.Contains(corpse))
        {
            //t_feature is whatever kill info we want
            MomentFeature_AIState(circumstance, corpse.AIMentalState, corpse.lastDamageSource is CharacterBody ? corpse.lastDamageSource.bodyType : BodyType.None);
            RecentlyKilledEnemies.Add(corpse);

            //add to queued messages
            if (CurrentFeature.pointValue == 0)
            {
                return;
            }

            QueuedMoments.Add(CurrentFeature);
            UnqueuedMoments.Remove(CurrentFeature);
        }
    }