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"