An idea: transform the object/player coordinates to polar (you know: <angle, distance>) relative to the origin of your beam. In pseudocode:
Code:
  IF vector_length (object.position - beam.position) < beam.radius THEN
    new_object.position := object.position - beam.position;
    polar_object := polar (new_object.position);
    IF polar_object.angle BETWEEN beam.angle1 AND beam.angle2 THEN
      object.hit ();
    END IF;
  END IF;