each surface is defined as a plane. it has a forwards direction, it has an s direction, and it has a t direction. forward=normal, s+t=texture alignment directions.
if you check light proximity purely against the plane, then you're going to light that plane even if the light is nowhere near the actual surface quad or whatever it is.
it clips the position based upon the texture coords. the l= lines are a classic plane equation, just with two distances instead of one.
imagine a huge wall 100000qu across (split into 18 lightmap samples or so along its length). fire your rocket at the middle...
that code means that you only mark/relight the surfaces in the middle, as opposed to all the way along the length of the entire wall/plane.