var()boolbVelocityAffectsWalking;// Will the zone velocity affect walking?
var()floatGroundFriction;// This property allows you to control how much friction you will have as you move across the ground while within the volume. This can be used to simulate slippery surfaces such as ice or oil
var()floatTerminalVelocity;// Terminal velocity
var()floatDamagePerSec;// This property allows a volume to damage a player as long as they are within it. Using a negative value will allow the volume to have a regenerative effect. NB. bPainCausing must be set to TRUE to activate this
var()class<DamageType>DamageType<AllowAbstract>;// When damage is applied to an object, it is done so using a specific DamageType. Each available DamageType has a KDamageImpulse property which controls the magnitude of the impulse to be applied along the momentum vector. Runtime users should be aware that due to the lack of default weapons and the limited number of damage types, this property will not be extremely useful.
var()intPriority;// This property determines which PhysicsVolume takes precedence if they overlap
var()floatFluidFriction;// This property controls the amount of friction applied by the volume as you move through it. The higher this value, the harder it will feel to move through
var()boolbPainCausing;// This property activates the ability to cause damage. Used in conjunction with DamagePerSecond and PainInterval
var()floatPainInterval;// Amount of time, in seconds, between damage applications. NB. bPainCausing must be set to TRUE to activate this
var()boolbAIShouldIgnorePain;// If this property is TRUE AI should not treat paths inside this volume differently even if the volume causes pain
var()boolbEntryPain;// This property describes whether or not pain should be caused when something enters the volume - this is in addition to damage per second. NB. bPainCausing must be set to TRUE to activate this
varboolBACKUP_bPainCausing;
var()boolbDestructive;// Destroys most actors which enter it
var()boolbNoInventory;// If set, any items dropped within this volume will have a limited lifetime
var()boolbMoveProjectiles;// this velocity zone should impart velocity to projectiles and effects
var()boolbBounceVelocity;// this velocity zone should bounce actors that land in it
var()boolbNeutralZone;// Players can't take damage in this zone
var()boolbCrowdAgentsPlayDeathAnim;// If TRUE, crowd agents entering this volume play their death animation
var()boolbPhysicsOnContact;// By default, the origin of an Actor must be inside a PhysicsVolume for it to affect it. If this flag is true though, if this Actor touches the volume at all, it will affect it
var()floatRigidBodyDamping;// This controls the force that will be applied to PHYS_RigidBody objects in this volume to get them to match the ZoneVelocity
var()floatMaxDampingForce;// Applies a cap on the maximum damping force that is applied to objects
varboolbWaterVolume;// If set to TRUE, this volume becomes a water volume - applying FluidFriction and allowing sound effects etc as the player enters and exits the water
varInfoPainTimer;
varControllerDamageInstigator;// Controller that gets credit for any damage caused by this volume