After looking a while at the code, I must say that this technique could be a lot more flexible for *lights* than shadows.
Just change the "EntityColor shadowplane" to 255,255,255 to see what I mean: using a torchlight as an example, it just needs a cone which has it's base which is projected where the torch points to. Even using a small vertex deformed grid for scenery/character collision with the projected cone, you would obtain a very convincing effect. Though such a concept could be easily used for diffuse light effects as well, as a ceiling mounted neon which tilts slightly.
Just change the "EntityColor shadowplane" to 255,255,255 to see what I mean: using a torchlight as an example, it just needs a cone which has it's base which is projected where the torch points to. Even using a small vertex deformed grid for scenery/character collision with the projected cone, you would obtain a very convincing effect. Though such a concept could be easily used for diffuse light effects as well, as a ceiling mounted neon which tilts slightly.