Title pretty much says it all...
Think of it like this:
1, IfInExplosion->Self->FakeKillBrick [30]
2, IfInExplosion->NamedBrick [Brickname]->SetEmitter[Fire A]
This is pretty specific, but a useful application would be for minigames where brick damage is off and you still want something to be broken and instead of chaining a bunch of bricks together with something like OneProjectileHit->NamedBrick [Wall]->FakeKillBrick [30], you could just simply tie this to it. Simply put, If the brick is hit by splash damage, or caught inside an explosion, it will trigger an event.
This'll also stop simple projectile weapons, like the standard gun, blowing up entire walls because of an event.
I'm aware there's an IfProjectile event, but I feel this could be used in a much greater spectrum.
So, thoughts? Anyone willing to pick it up?