var ground_dist;
var fall_limit = 1000;
ground_dist = c_trace(my.x,vector(my.x,my.y,(my.z - fall_limit)),IGNORE_ME|IGNORE_PASSABLE);
if(ground_dist > 5)//adjust if needed
{
player.z -= 100 * time_step;//falling, adjust as well.
}
///stick to ground
VECTOR temp;
vec_set(temp,my.x);
temp.z -= 1000;
c_trace(my.x,temp,IGNORE_ME|IGNORE_PASSABLE);
if(trace_hit)
{
vec_set(my.x,hit.x);
}