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mm nobody knows how to do this or did it get missed by people >< i need help 
pretty bad on this topic...i want something in which lets say i run a distance 
on a wall for 100units and then after that gravity kicks in. how would that 
work. and how do i do something which will let me pre maturely exit of the same 
state instead of running the full 100units. below is a small chunk of codes in 
which i use.

Vector EndPoint;trace_t tr; if( mv->m_nButtons & IN_SPEED && mv->m_nButtons & 
IN_FORWARD ){for(i =3D 0; i < 2; i++) EndPoint[i] =3D player->GetAbsOrigin()[i] 
+ m_vecRight[i] * 24.0f; UTIL_TraceLine( player->GetAbsOrigin(), EndPoint, 
MASK_SOLID_BRUSHONLY, NUL=L, COLLISION_GROUP_NONE, &tr); if( tr.fraction < 1.0 
) // There is a wall {//Wall Runningplayer->SetMoveType( MOVETYPE_WALL ); if ( 
mv->m_flForwardMove> 10.0f){AddGravity();}} else {// no wallmv->m_nOldButtons 
|=3D IN_JUMP; return false;}}
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