i twiddled with it a little to shorten it up, but its the same. hope you don't mind

Code:
 

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////// (c) 2005 by ABRAXAS-GAMES ////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


ENTITY* spieler;
VAR laufen[3]=0,0,0;
VAR unten[3]=0,0,-3;


FUNCTION fall_event
{
if(event_type==event_block || event_type==event_entity )
{
unten.z=0;
}
else
{
unten.z=-3;
}
}

FUNCTION jump()
{
proc_kill(2);
unten.z=2;
wait(30); //the bigger the wait, the higher the jump
unten.z=-3;
}


ACTION krasser_hero
{
spieler=my;
my.event=fall_event;
while(1)
{
laufen.x = (key_force.y*5*time)
my.pan += (key_force.x *5*time);
////walking////
c_move (me,laufen,unten,GLIDE+IGNORE_PASSABLE);
if (vec_length(laufen) == 0)
{
////standanimation insert here/////
}
////controle////
if (laufen.x != 0 )
{
///walkforwards backwards animation insert here
}
if (key_space==1)
{
jump();
}
////camera////
vec_set(camera.x,my.x);
vec_set(camera.pan,my.pan);
wait(1);
}

}