Here is the player input code.. that includes the jump as well..
code:
 
//----------------------Player Input-------------------------------------
function playerInput()
{
// this function is called every frame from player player action
// reset the force vector each frame
force.x = 0;
force.y = 0;
force.z = 0;

//allow control of ball if on the ground...
if (ground_dist > 0 && ground_dist < scale_dist)
{
if(key_cuu)
{
vec_set(temp.x,camera.x);
temp.z = player.z;
vec_diff(force.x,player.x,temp.x);
vec_normalize(force,power); //force vector points from camera to player at length of power
}
if (key_cud)
{
vec_set(temp.x,camera.x);
temp.z = player.z;
vec_diff(force.x,player.x,temp.x);
vec_inverse(force);
vec_normalize(force,power);
}
if(key_cul)
{
vec_set(temp.x,camera.x);
temp.z = player.z;
vec_diff(force.x,player.x,temp.x);
force_ang.pan = 90;
vec_rotate(force,force_ang);
vec_normalize(force,power);
}
if(key_cur)
{
vec_set(temp.x,camera.x);
temp.z = player.z;
vec_diff(force.x,player.x,temp.x);
force_ang.pan = -90;
vec_rotate(force,force_ang);
vec_normalize(force,power);
}
}
// add flying force here....
if(mouse_right)
{
//activate current powerup here...
//will use mousewheel to cycle powerups
force.z = glide_power;
//to allow control while flying
if(key_cuu)
{
vec_set(temp.x,camera.x);
temp.z = player.z;
vec_diff(force.x,player.x,temp.x);
vec_normalize(force,power); //force vector points from camera to player at length of power
}
if (key_cud)
{
vec_set(temp.x,camera.x);
temp.z = player.z;
vec_diff(force.x,player.x,temp.x);
vec_inverse(force);
vec_normalize(force,power);
}
if(key_cul)
{
vec_set(temp.x,camera.x);
temp.z = player.z;
vec_diff(force.x,player.x,temp.x);
force_ang.pan = 90;
vec_rotate(force,force_ang);
vec_normalize(force,power);
}
if(key_cur)
{
vec_set(temp.x,camera.x);
temp.z = player.z;
vec_diff(force.x,player.x,temp.x);
force_ang.pan = -90;
vec_rotate(force,force_ang);
vec_normalize(force,power);
}
}

//jumping...
if(mouse_left)
{
// only allow jump if on ground, not in air
if (ground_dist > 0 && ground_dist < scale_dist)
{
jumping = 4;
while(jumping>0)
{
// play jump sound here
snd_play(boing,sound_vol,0);
force.z = jump_power;
jumping-=1;
wait(1);
}
}
}
//force vector now contains player intention forces
}

Jason