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paulmanz

Урон при выпрыгивании из авто

Всем привет. Есть ли готовое решение отключения данной фичи?
 

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@paulmanz 
 

modded class ActionGetOutTransport: ActionBase
{
	override void OnEndServer( ActionData action_data )
	{
		GetOutTransportActionData got_action_data = GetOutTransportActionData.Cast(action_data);
		vector endLocation = action_data.m_Player.GetPosition();
		
		vector contact_pos;
		vector contact_dir;
		int contact_component;
		
		set<Object> result = new set<Object>;
		
		if (DayZPhysics.RaycastRV(got_action_data.m_StartLocation, endLocation, contact_pos, contact_dir, contact_component, result, got_action_data.m_Car, action_data.m_Player, false, false, ObjIntersectView, 0.3))
		{
			vector offset = got_action_data.m_StartLocation - contact_pos;
			offset.Normalize();
			got_action_data.m_Player.SetPosition(contact_pos + offset);
		}	

		if (got_action_data.m_WasJumpingOut)
		{
			got_action_data.m_Player.OnJumpOutVehicleFinish(got_action_data.m_CarSpeed);
			
			PlayerBase player = got_action_data.m_Player;
				
			vector posMS = player.WorldToModel(player.GetPosition());
		}
	}
	
};

И тупо в 4_World это на клиенте.

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