You can emulate no friction without a speed cap with m_hGroundEntity but client-side prediction can still mess with it a bit:
public Action OnPlayerRunCmd(int iClient, int &iButtons, int &iImpulse, float fVel[3], float fAng[3], int &iWeapon) {
if (!g_bFriction[iClient]) {
SetEntPropEnt(iClient, Prop_Data, "m_hGroundEntity", -1);
}
return Plugin_Continue;
}
But you can still have some fun with this plugin.