Currently we can't have the high fall mechanic without ragdolling the character when switching from
FallingMode.HighFalling
to
FallingMode.None
It'd be cool to make it 2 distinct things, by allowing scripters to disable the ragdoll mode on land
API design:
char:SetRagdollOnHighFall(bShouldRagdollOnLanding)
true to keep the current (and default) behaviour
false to prevent the character from entering ragdoll mode after a high fall