action ent_player(){

player = my;
//wait(1);
//c_setminmax(my);
//c_updatehull(my,1);
my.POLYGON = on;
enable_polycollision = 2;
my.narrow = on;
while(1)
{wait(1);
camra();
gravity();

ent_cycle("stand", my.skill4);
my.skill4 += 5 * time; my.skill4 %= 100;

if(key_w){
ent_cycle("run", my.skill4);
my.skill4 += my.skill1 * time;
my.skill1 += 0.5;
}
else{
my.skill1 = 0;
}
my.skill1 = clamp(my.skill1,-4,4);
c_move(me,my.skill1,nullvector,glide);


vec_set(temp, my.x);
temp.z = -4000;
trace_mode = use_box + ignore_passable + glide; //glide \ignore_me
-trace(my.x, temp);
if(key_space && my.jump==0&&result<5){//JUMP
my.skill3 += jump_height;
my.jump = 1;
while(my.jump == 1){wait(1);

camra();

ent_cycle("jump", my.skill7);

if(my.skill7 < 100){
my.skill7 += 20; //20
}else{gravity();}

vec_set(temp, my.x);
temp.z = -4000;
trace_mode = use_box + ignore_me + ignore_passable + glide; // glide
-trace(my.x, temp);
if((my.skill7 >= 90) && (result < 7)){my.jump=0;}

c_move(me,my.skill1,nullvector, use_box + ignore_me + glide + ignore_sprites); //use_box \ -ignore_models \ignore_me

vec_set(checkuptemp,vector(0,0,35));
vec_rotate(checkuptemp,my.pan);
vec_add(checkuptemp,my.x);
result = trace(my.x,checkuptemp);
IF (result != 0) {gravity();my.skill3 = -2;}

}
my.skill7 = 0;

}

}

This is a bit a mission impossible, but i'm having some problems with models when i jump to them. The player enter a bit into the model and cannot move instead of walking on it.
I tryed to mess with traces, but everything stood almost the same.
If anyone can please help me.
Thanks