Enemy not attacking after rolling

So I was currently fixing and improving the enemies’ AI by allowing them to roll quickly on the ground. What should happen is that after the enemy rolls near the player, they attack.

The problem is that when the enemies finish rolling, they don’t attack the player.

Here’s the part of the AI that controls the attacking and roll action of the enemy:

if torso then
		local distance = (EnemyTorso.Position - torso.Position).magnitude
		local plrRoot = torso.Parent:FindFirstChild("HumanoidRootPart")
		
		EnemyHumanoid:MoveTo(plrRoot.Position - CFrame.new(EnemyHRP.Position, plrRoot.Position).LookVector * AttackRange) --Makes the Enemy run towards the player
		
		if distance <= AttackRange + 1.5 and not script.Parent:FindFirstChild("Hit") then --When the enemy is close enough to attack the player
			script.AttackEvent:Fire(plrRoot)
		end
		if not RollDebounce.Value then --Problem is right here
		    RollDebounce.Value = true
		    local BV = Instance.new("BodyVelocity")
		    local RollAnim = EnemyHumanoid:LoadAnimation(script.RollAnim)
		    BV.Parent = EnemyHRP
		    RollAnim:Play()
		    BV.MaxForce = Vector3.new(10000, 10000, 10000)
		    BV.Velocity = EnemyHRP.CFrame.LookVector * 40
			Debris:AddItem(BV, 0.475)
			RollDebounce.Times.Value = RollDebounce.Times.Value - 1
	    end
	end

Is there anything I’ve misplaced or that I need to fix? Thanks in advance! :smiley: