Function Float FindLight()
{
Local Actor L;
Local Float Lx,Ly,Lz,D,LB,F;
Local Vector Loc;
Loc=OurPlayer.Location;
foreach VisibleActors(Class'Actor', L,L.LightRadius,Loc)
{
if ( L.LightType != LT_None && FastTrace(Loc, L.Location) ) {
Lx=(L.Location.x-Loc.x);
Ly=(L.Location.y-Loc.y);
Lz=(L.Location.z-Loc.z);
D=Lx+Ly+Lz;
LB=L.LightBrightness*L.LightRadius;
F=LB/D;
If(F>1) F=1;
If(F<0) F=0;
}
}
Return (F);
}