         ray.direction = node.worldRotation * Vector3 (0, 0, 1);
         
         PhysicsRaycastResult result = 
-            physicsWorld.RaycastSingle (ray, 40.0f);
+            physicsWorld.RaycastSingle (ray, 25.0f);
             
         if (result.body !is null and 
             result.body.node.vars ["ObjectType"].GetInt () ==

                processingNode.vars ["ObjectType"].GetInt () ==
                SerializationConstants__OBJECT_TYPE_PLAYER and
                not processingNode.HasTag ("Died") and
                (processingNode.position - node.position).length < 30.0f)
                
                enemiesNear.Push (processingNode);
        }

            normalizedMoveRequest_.y = 0.0f;
        else
            normalizedMoveRequest_.y = 1.0f;
        isLastDecisionRunAway_ = true;
    }
    
    protected void GoRightToPosition (Vector3 position)
