A problem with UCE0001

Hello there, I’m receiving a problem “Assets/_Scripts/Playercollision.js(135,36): UCE0001: ‘;’ expected. Insert a semicolon at the end.”
in this part of code

function lightFire()
{
	var campfire : GameObject = GameObject.Find("campfire");
	var campSound : AudioSource = campfire.GetComponent(AudioSource);
		campSound.Play();
		
	var flames : GameObject = GameObject.Find("FireSystem");
	var fameEmitter : ParticleEmitter = flames.GetComponent(ParticleEmitter);
		flameEmitter.emit = true;
		
	var smoke : GameObject.Find("SmokeSystem");
	var smokeEmitter : ParticleEmitter = smoke.GetComponent(ParticleEmitter);
		smokeEmitter.emit = true;
	
		
		Destroy(GameObject.Find("matchGUI"));
}

To make sure, the whole code:

var batteryCollect : AudioClip;
private var doorIsOpen : boolean = false;
private var doorTimer : float = 0.0;
var currentDoor : GameObject;
private var haveMatches : boolean = false;
var matchGUI : GameObject;
var doorOpenTime : float = 3.0;
var doorSlideOpen : AudioClip;
var doorSlideShut : AudioClip;


function OnControllerColliderHit(hit: ControllerColliderHit){
	if(hit.collider.gameObject == GameObject.Find("campfire")){
	}
		if(haveMatches){
			haveMatches = false;
			lightFire();
		}
		else{
			TextHints.textOn=true;
			TextHints.message = "I'll need some matches to light this camp fire...";
		}
		
	
	
	var crosshairObj : GameObject = GameObject.Find("Crosshair");
	var crosshair : GUITexture = crosshairObj.GetComponent(GUITexture);
	
	if(hit.collider == GameObject.Find("mat").collider){
	CoconutThrow.canThrow=true;
	crosshair.enabled = true;
	TextHints.textOn=true;
	TextHints.message = "Knock down all 3 targets to win a battery!";
	GameObject.Find("TextHint GUI").transform.position.y = 0.2;
	}
	
	else{
		CoconutThrow.canThrow=false;
		crosshair.enabled = false;
		GameObject.Find("TextHint GUI").transform.position.y = 0.5;
		}
	
}



 function Door(aClip : AudioClip, openCheck : boolean, animName : String, thisDoor : GameObject)

    {

        audio.PlayOneShot(aClip);

        doorIsOpen = openCheck;

        thisDoor.transform.parent.animation.Play(animName);

    }

function Update(){
	
	var hit : RaycastHit;

    if (Physics.Raycast(transform.position,transform.forward,hit, 3)) {

 

        if(hit.collider.gameObject.tag=="currentDoor"  doorIsOpen == false  BatteryCollect.charge >= 4){

 

            Door(doorSlideOpen, true, "dooropen", currentDoor);

 

            GameObject.Find("Battery GUI").GetComponent(GUITexture).enabled=false;

 

        }else if(hit.collider.gameObject.tag=="currentDoor"  doorIsOpen == false  BatteryCollect.charge < 4){

 

            GameObject.Find("Battery GUI").GetComponent(GUITexture).enabled=true;   

 

            TextHints.message = "The door seems to need more power to open..";

 

            TextHints.textOn = true;

 

        }
	}

	
	if(doorIsOpen){
		doorTimer += Time.deltaTime;
		
		if(doorTimer > 3){
			Door(doorSlideShut, false, "doorshut", currentDoor);
			doorTimer = 0.0;
		}
	}	
}

function OnTriggerEnter(collisionInfo : Collider){
	if(collisionInfo.gameObject.tag == "battery"){
		BatteryCollect.charge++;
		audio.PlayOneShot(batteryCollect);
		Destroy(collisionInfo.gameObject);	
	}
	if(collisionInfo.gameObject.name == "matchbox"){
		Destroy(collisionInfo.gameObject);
		haveMatches=true;
		audio.PlayOneShot(batteryCollect);
		var matchGUIobj = Instantiate(matchGUI, Vector3(0.15,0.1,0),
	transform.rotation);
			matchGUIobj.name = "matchGUI";
			}
}

function lightFire()
{
	var campfire : GameObject = GameObject.Find("campfire");
	var campSound : AudioSource = campfire.GetComponent(AudioSource);
		campSound.Play();
		
	var flames : GameObject = GameObject.Find("FireSystem");
	var fameEmitter : ParticleEmitter = flames.GetComponent(ParticleEmitter);
		flameEmitter.emit = true;
		
	var smoke : GameObject.Find("SmokeSystem");
	var smokeEmitter : ParticleEmitter = smoke.GetComponent(ParticleEmitter);
		smokeEmitter.emit = true;
	
		
		Destroy(GameObject.Find("matchGUI"));
}



@script RequireComponent(AudioSource)

Thanks a lot, guys.

found a mistake.