internal void LeaveScene(User user)
{
EntityInfo info = user.Info;
RemoveCareList(info);
m_StorySystem.SendMessage("user_leave_scene", info.GetId(), info.GetUnitId(), info.GetCampId(), info.GetMovementStateInfo().PositionX, info.GetMovementStateInfo().PositionZ);
user.SetHpArmor(info.Hp, info.Energy);
user.HaveEnterPosition = false;
user.IsEntered = false;
info.NeedDelete = true;
user.Info = null;
}