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- if(distanceFrom((world as Game).player1) < 381 || distanceFrom((world as Game).player2) < 381)
- {
- light.graphics.clear();
- light.graphics.beginFill(0x00FF00, 0.5);
- for (var i:int=0; i<=60; i+=5)
- {
- var rayAngle:Number = FP.RAD * ((spritemap.flipped ? -30 : 150)+i);
- var cosAngle:Number = Math.cos(rayAngle);
- var sinAngle:Number = Math.sin(rayAngle);
- for (var j:int=1; j <= 25; ++j)
- {
- var xx:Number = x + (j*4)*cosAngle;
- var yy:Number = (y-4) + (j*4)*sinAngle;
- /*var player:Player = world.collidePoint(C.i.PLAYER_TYPE, xx, yy) as Player;
- if(player) player.guardKill();
- player = world.collidePoint(C.i.CROUCHED_PLAYER_TYPE, xx, yy) as Player;
- if(player) player.guardKill();*/
- if (world.collidePoint(C.i.SOLID_TYPE, xx, yy)) break;
- }
- light.graphics.lineTo((j*4)*cosAngle, (j*4)*sinAngle);
- }
- light.graphics.lineTo(0, 0);
- light.graphics.endFill();
- m = new Matrix();
- m.translate(x - world.camera.x, (y-4) - world.camera.y);
- buffer.fillRect(rectangle, 0x00000000);
- buffer.draw(light, m);
- renderTarget.copyPixels(buffer, rectangle, FP.zero);
- }
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