Instead of disabling each direction individually, why not just disable it in client.Move() altogether?
client/Move()
if(mob.is_paused)
return 0
else ..()
Also, you're only enabling pause for clients only; what about other entities? Currently, if I were to add walk_rand() under an NPC, it would still move, regardless of the game being paused or not.
@Magnum2; Thanks for pointing that stuff out to me, Maggy.
@everyone else; I'll try to get around to fixing this library up soon, and adding the requested features above. I've been bit busy working on Densetsu right now to bother with any other things. It might take sometime, but I'll eventually get around to it.