Hey guys,
Trying to get some scripting help if possible, I have my guy jumping but landing him and make the camera stop jerking seems to be the issue now if any one could look at my code and tell me how to fix this I would appreciate that alot, you just don't know but here is my code.
Code:
while(1)
	{
		var dist_down;
		// adjust entity to the ground height, using a downwards trace
		if(c_trace(my.x,vector(my.x,my.y,my.z-5000),IGNORE_ME | IGNORE_PASSABLE | USE_BOX) > 0)
		dist_down= my.z + vFeet.z - target.z; // always place player's feet on the ground
		else
		dist_down = 0;	
	   if(dist_down > 0)
		{
		dist_down = clamp(dist_down,0,accelerate(speed_down,10,0.1));
		ent_blend("land",25,75);	
		}
		else
	    speed_down = 0;
	    
			//move the entity forward
			var distance =(key_cuu)* 25 *time_step;
			distance = sign(distance)* (abs(distance) + 0.5 * dist_down);
			c_move(me,vector(distance,0,0),vector(0,0,-dist_down),IGNORE_PASSABLE |GLIDE);
			
			//rotate player with the left and right keys
			my.pan += (key_cul-key_cur)*5* time_step;
			
		
      //default state
		if(my.STATE == 0)
		{
			my.ANIMATION += 2 *time_step;
		   ent_animate(me,"idleSWA",my.ANIMATION,ANM_CYCLE);
			
		}
		//the run state without the sword in hand
		if(my.STATE ==1)
		{
			

			ent_blend("runWS",25,45);
			//animate the player
			my.ANIMATION += 15 * time_step;
			ent_animate(me,"runWS",my.ANIMATION,ANM_CYCLE);
					
		}
		//pressing the move key to make him run with out the sword
		//changing his state
		if((key_cuu == 1)&& my.STATE == 0)
		{
			my.ANIMATION = 0;
			my.STATE = 1;
		}
		else if((!key_cuu)&& my.STATE == 1)
		{
			my.ANIMATION = 0;
			my.STATE = 0;
		}

	  //take the sword out and put it in the hand.
		if(my.STATE ==2)
		{
			my.ANIMATION += 5 *time_step;
			ent_animate(me,"takeSWO",my.ANIMATION,0);
			//blend the state from taking out the sword 
			//to the idle.
			if(my.ANIMATION > 100)
			{
			ent_blend(my.STATE = 4,0,50);
			}
				
		}
		//run with the sword in his hand
		if(my.STATE == 3)
		{
         
			ent_blend("run",25,45);
			//animate the player
			my.ANIMATION += 15 * time_step;
			ent_animate(me,"run",my.ANIMATION,ANM_CYCLE);
			
			
		
		}
		//idle with the sword in hand
		if(my.STATE == 4)
		{
		 
			my.ANIMATION += 2 *time_step;
		  ent_animate(me,"idleSWI",my.ANIMATION,ANM_CYCLE);
			
		}
		//putting the sword away
		if(my.STATE == 5)
		{
			my.ANIMATION += 5 * time_step;
			ent_animate(me,"putSWA",my.ANIMATION,NULL);
			if(my.ANIMATION > 100)
			{
			 ent_blend(my.STATE = 0,0,50);
			}
			
		}
		//the attack state
		if(my.STATE == 6)
		{
			my.ANIMATION += 4 * time_step;
			ent_animate(me,"attack",my.ANIMATION,NULL);
		}
		if(my.STATE == 7)
		{
	      jump_height = 75 * time_step;
	      jump_perct += 45 *time_step;
	     c_move(me,vector(0,0,jump_height),NULL,GLIDE);
			ent_animate(me,"jump",jump_perct,0);
			ent_blend("hang",0,25);
			
		}
		//press the key to change states
		//take out the sword if you are in the idle state
		//with the sword in sheath	
		if((key_t == 1)&& my.STATE == 0)
		{
			my.ANIMATION = 1;
			my.STATE = 2;		
		}
		//running and pull sword at the same time
		if((key_cuu == 1)&& (key_t ==1) && my.STATE == 1)
		{
			my.STATE = 2;
    	}
		
		//after changing states if you are trying to
		//move with the sword in hand
		if((key_cuu==1)&& my.STATE == 2)
		{
			my.ANIMATION = 1;
			my.STATE = 3;
		}
		//if you have stopped moving
		//play the idle with the sword in the hand 
		else if((key_cuu == 0)&& my.STATE == 3)
		{
			my.ANIMATION = 1;
			my.STATE = 4;
		}
		//run with the sword in hand
		if((my.STATE == 4) && key_cuu == 1)
		{
			my.ANIMATION = 1;
			my.STATE = 3;
		}
		//when your idle is sword in hand 
		//and you want to put it away
		if((key_p == 1) && my.STATE == 4)
		{
			my.ANIMATION = 1;
			my.STATE = 5;
			
		}
	//now you have put the sword away
	//go back to original state and start over again
	if((my.STATE == 5) && key_cuu == 1)
	{
			my.ANIMATION = 1;
			my.STATE = 1;
    }
   //Press the space key to make the player jump
	if(key_space == 1 && my.STATE == 0)
	{
		my.ANIMATION = 1;
       my.STATE = 7;
	}



Now I have some code that I got form the wiki about if the player is off the ground they should fall to the ground with gravity applied but it is real jerky when he falls down, plz help if you can.