blush you'll need to normalize

Code:
vec_diff ( vtemp, you.x, my.x ); 
vec_rotate ( vtemp, vector ( 0, AngSpeed * time_step, 0 ) );
// or
// vec_rotateaxis ( vtemp, vector ( 0, 1, 0 ), AngSpeed * time_step );
vec_normalize ( vtemp, Radius );
vec_add ( vtemp, my.x );
vec_set ( you.x, vtemp );



or use a variable as angle holder

Code:
nAngle += AngSpeed * time_step;
nAngle %= 360;
vec_for_angle ( vtemp, vector ( 0, nAngle, 0 ) );
vec_normalize ( vtemp, Radius );
vec_add ( vtemp, my.x );
vec_set ( you.x, vtemp );



Salud!