function AirStrikeDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse)
{
   InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType);

       %outerRadius = %radius /1.3;//yorks
     %halfRadius = %radius / 2;
   %quarterRadius = %radius /4;//yorks

   while ((%targetObject = containerSearchNext()) != 0)
   {
      %range=vectorDist(%targetObject.getposition(), %position);

    if(%range <= %quarterradius)
    {
        %mydamage = %damage * 2;//* 0
        %rangedam ="high - " @ %mydamage/2;
    }
    else
    {
        if(%range <= %halfradius && %range > %quarterradius)
        {
            %mydamage = %damage;// /2
            %rangedam ="medium - " @ %mydamage/2;
        }
        else
        {
            if(%range <= %outerradius && %range > %halfradius)
            {
                %mydamage = %damage /2;// /4
                %rangedam ="low - " @ %mydamage/2;
            }
            else
            {
                    %mydamage = %damage /3;// /6
                    %rangedam ="lowest - " @ %mydamage/2;
            }
        }
    }
      // Apply the damage
 //     %targetObject.damage(%sourceObject, %position, %damage * %coverage * %distScale, %damageType);
    %targetObject.damage(%sourceObject, %position, %mydamage, %damageType);//damage has to be x2 now ... why

        // Apply the impulse
        if (%impulse)
        {
            %impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position);//note getPosition can cause a random headshot wtf?
            %impulseVec = VectorNormalize(%impulseVec);

            if(%targetObject.getClassName() $= "AIPlayer"