+ var vector_to_target := target.global_position - me.global_position
+
+ p.player_movement_direction = get_movement_direction()
+ if (now - started_walking) < time_walking:
+ if p.player_movement_direction != Vector2.ZERO and vector_to_target.length() > 1.5:
+ p.player_actions.append("Walk")
+ elif (now - started_walking) > (time_walking + time_walking_paused):
+ started_walking = now
+