Hey guys,

New guy here with a script question I posted it in starting with GS but haven't gotten too many responses so I will post my question here.
I have been using GS for about a month now and I have read the tuts and tried to follow along as best I could but I am having trouble with a jump code and was wondering if any one could help with the jump code so I could understand it better.
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;
	}



So if any could point me in the right direction with jump I would be greatly appreciative.