if you havent figured it out, the you doesnt point to anything.
if this function is going to be called by an enemy, you can do this:
//put up top
entity* player
//put in player action
player = me; //this defines the player entity
//change vec_dist to:
vec_dist(my.x, player.x);
if you dont want you to be the player, you could scan for it
scan will return the entities it hits
look up c_scan perhaps you could do:
scan_var = scan(.....);
if(scan_var > 0) { attack();} //if there is an entity near, attack
else
{
//walk
}
scan also saves the YOU pointer. so, it returns the distance of the entity AND saves the you pointer.
this is all theoretical, but it should work. hope it helps!