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- ; Calulate scaling for the current angle
- move.b (Sega_RotAngle).w,d0 ; d0 -> rot angle
- jsr _S1_CalcSine
- move.l #$8000,d2 ; d2 -> $8000
- asr.w d1 ; d1 -> Cos/2
- bne.s @div ; if Cos/2 != 0 then branch
- moveq #0,d2 ; d2 -> -1/Cos = 0
- bra.s @nodiv ; skip division
- @div: divs.w d1,d2 ; d2 -> -1/Cos
- neg.w d2 ; d2 -> 1/Cos
- @nodiv: move.w d2,(Sega_VScale).w ; VScale -> 1/Cos
- asr.w d0 ; d0 -> Sin/2
- move.w d0,(Sega_HScale).w ; HScale -> Sin/2
- bsr.w Sega_VDeform
- bsr.w Sega_HDeform
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