This is some of what I tried so far:

c_trace(player.x, vector(player.x + 128, player.y, player.z), IGNORE_ME);
if (trace_hit = 1)
{c_move(player, vector(0,0,0)nullvector, GLIDE);}
else {move_forward();}

trace_hit appears to be working because the coordinates that I put in reldist vector in c_move get executed. What is odd however, is that when the level starts, the first wall in front of the player is more than 256 quants away, so trace_hit should really be 0. I'm thinking this may have something to do model placement, although in Wed, the model is within the corridor and isn't touching anything.

Thank you again for your continued help.