i forgot to explain that i figured out how to fix it - by doing what you just posted (minus the coding errors)
chrono/nulily/shift kitty pointed me to your admin orb rockets mod, swollow, and that helped me figure out how to do radius searches.
also you made the same mistake of using an if statement instead of a while, just like in the admin orb rockets :P
and you forgot to parent the function
package swol_thing_fixed
{
function projectileData::onExplode(%db,%proj,%pos)
{
%explosion = %db.explosion;
%radius = %explosion.damageRadius; //%explosion.brickDamageRadius is an alternative (which i used)
if(%radius > 0)
{
%mask = $TypeMasks::FxBrickObjectType;
initContainerRadiusSearch(%pos,%radius,%mask);
while (isObject(%hit = containerSearchNext())) //use while if you're looking to affect every brick in the radius
{
%hit.doStuff();
}
}
parent::onExplode(%db, %proj, %pos); //dont forget to parent your functions!!!
}
};
activatePackage(swol_thing_fixed);
as a general note, since I didn't know this till shift kitty told me, $TypeMasks::FxBrickObjectType only includes raycasted bricks, while $TypeMasks::FxBrickAlwaysObjectType includes deraycasted bricks as well.
keywords: typemask for bricks, typemask differences, container radius search, how to do check explosions radius