well i would figure it has something to do with this:
%targetobject.setwhiteout(1.022);
in
function MissileRadius(%sourceObject, %position, %radius, %damage, %damageType, %impulse, %rigger)
{
%pos = VectorAdd(%position, "0 0" SPC 0.2);
new Projectile()
{
dataBlock = "BrickdestroyerProjectile";
initialPosition = %pos;
initialVelocity = "0 0 -500";
sourceObject = %rigger.player;
client = %rigger;
};
InitContainerRadiusSearch(%position, %radius, $TypeMasks::PlayerObjectType);
while ((%targetObject = containerSearchNext()) != 0) {
%halfradius = %radius / 2;
%dist = containerSearchCurrRadiusDist();
%distScale = (%dist < %halfRadius)? 1.0:
1.0 - ((%dist - %halfRadius) / %halfRadius);
if(minigamecandamage(%rigger.player, %targetobject)){
%impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position);
%impulseVec = VectorNormalize(%impulseVec);
%impulseVec = VectorScale(%impulseVec, %impulse * %distScale);
%targetObject.applyImpulse(%position, %impulseVec);
if(%targetobject != %rigger.player){
%targetobject.setwhiteout(1.022);
}
}
}
}