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Jul 21st, 2017
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  1. if(distanceFrom((world as Game).player1) < 381 || distanceFrom((world as Game).player2) < 381)
  2. {
  3.     light.graphics.clear();
  4.     light.graphics.beginFill(0x00FF00, 0.5);
  5.    
  6.     for (var i:int=0; i<=60; i+=5)
  7.     {
  8.         var rayAngle:Number = FP.RAD * ((spritemap.flipped ? -30 : 150)+i);
  9.         var cosAngle:Number = Math.cos(rayAngle);
  10.         var sinAngle:Number = Math.sin(rayAngle);
  11.         for (var j:int=1; j <= 25; ++j)
  12.         {
  13.             var xx:Number = x + (j*4)*cosAngle;
  14.             var yy:Number = (y-4) + (j*4)*sinAngle;
  15.             /*var player:Player = world.collidePoint(C.i.PLAYER_TYPE, xx, yy) as Player;
  16.             if(player) player.guardKill();
  17.             player = world.collidePoint(C.i.CROUCHED_PLAYER_TYPE, xx, yy) as Player;
  18.             if(player) player.guardKill();*/
  19.             if (world.collidePoint(C.i.SOLID_TYPE, xx, yy)) break;
  20.         }
  21.         light.graphics.lineTo((j*4)*cosAngle, (j*4)*sinAngle);
  22.     }
  23.     light.graphics.lineTo(0, 0);
  24.     light.graphics.endFill();
  25.    
  26.     m = new Matrix();
  27.     m.translate(x - world.camera.x, (y-4) - world.camera.y);
  28.     buffer.fillRect(rectangle, 0x00000000);
  29.     buffer.draw(light, m);
  30.     renderTarget.copyPixels(buffer, rectangle, FP.zero);
  31. }
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