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/*get the mouse x and y position*/
AEInputGetCursorPosition(&mouseX, &mouseY);
AEGfxConvertScreenCoordinatesToWorld(mouseX, mouseY, &mouseInWorldX, &mouseInWorldY);

/*only draw line if it's the wall and left click/hold on mouse occurs*/
if ((mouseInWorldX > (wallX - xHalfSize) && mouseInWorldX < (wallX + xHalfSize)) &&
    (mouseInWorldY > (wallY - yHalfSize) && mouseInWorldY < (wallY + yHalfSize)) &&
    (AEInputCheckCurr(RI_MOUSE_LEFT_BUTTON_DOWN)))
{
  /*mesh for line, needs to be updated with loop*/
  AEGfxMeshStart();

  AEGfxVertexAdd(playerX + xHalfSize, playerY, 0xFFFF0000, 0.0f, 0.0f);
  AEGfxVertexAdd(mouseInWorldX, mouseInWorldY, 0xFFFF0000, 0.0f, 0.0f);

  meshLine = AEGfxMeshEnd();
  AE_ASSERT_MESG(meshLine, "Failed to create line!");

  /*draw line*/
  AEGfxSetRenderMode(AE_GFX_RM_COLOR);
  AEGfxSetPosition(0.0f, 0.0f);
  AEGfxMeshDraw(meshLine, AE_GFX_MDM_LINES_STRIP);
}
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