static int Player_actor_request_main_tumble_getup(GAME* game, int prio) {
    if (Player_actor_check_request_main_able(game, mPlayer_INDEX_TUMBLE_GETUP, prio)) {
        Player_actor_request_main_index(game, mPlayer_INDEX_TUMBLE_GETUP, prio);
        return TRUE;
    } else {
        return FALSE;
    }
}

static void Player_actor_setup_Item_Tumble_getup(ACTOR* actor, GAME* game, int kind, f32 speed) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    int check = FALSE;
    ACTOR* balloon = player->balloon_actor;

    if (mPlayer_ITEM_IS_BALLOON(kind)) {
        check = TRUE;
    }

    if (check && balloon) {
        s_xyz angle;
        f32 frame;

        player->main_data.balloon.balloon_shape_type = mPlib_Get_ItemKindTOBalloonShapeType(kind);
        kind = -1;
        Player_actor_Set_ItemNoSubmenu(EMPTY_NO);
        frame = player->item_keyframe.frame_control.current_frame;

        angle.x = player->balloon_lean_angle + player->balloon_angle.x + player->ballon_add_rot_x;
        angle.y = actor->shape_info.rotation.y;
        angle.z = 0;

        Ac_Balloon_request_fly(player->balloon_actor, game, player->main_data.balloon.balloon_shape_type, &angle,
                               player->balloon_angle.z, player->right_hand_pos, frame, 7.0f);
    } else {
        player->main_data.balloon.balloon_shape_type = -1;
    }

    check = FALSE;

    if (mPlayer_ITEM_IS_NET(kind)) {
        check = TRUE;
    }

    if (check == FALSE) {
        Player_actor_LoadOrDestruct_Item(actor, kind, mPlib_Get_BasicItemAnimeIndex_fromItemKind(kind), 1, 0.5f, speed,
                                         -1.0f);
        Player_actor_Set_now_item_main_index(actor, Player_actor_Get_BasicItemMainIndex_fromItemKind(kind));
        player->item_kind = kind;
    } else {
        Player_actor_LoadOrDestruct_Item(actor, kind, mPlayer_ANIM_RTURN1, 0, 0.5f, speed, -1.0f);
        Player_actor_Set_now_item_main_index(actor, mPlayer_INDEX_RETURN_OUTDOOR2);
        player->item_kind = kind;
    }
}

static int Player_actor_Get_PlayerAnimeIndex_fromItemKind_Tumble_getup(int kind) {
    static const u8 data[] = {
        mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1,
        mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1,
        mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_A1,
        mPlayer_ANIM_KOKERU_A1,       mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
        mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_A1,
        mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1,
        mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_A1,
        mPlayer_ANIM_KOKERU_GETUP_A1,
    };

    if (mPlayer_ITEM_KIND_VALID(kind)) {
        return data[kind];
    } else {
        return mPlayer_ANIM_KOKERU_GETUP1;
    }
}

static void Player_actor_setup_main_Tumble_getup(ACTOR* actor, GAME* game) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    int kind = Player_actor_Get_ItemKind(actor, player->requested_main_index);
    int anim_idx = Player_actor_Get_PlayerAnimeIndex_fromItemKind_Tumble_getup(kind);

    Player_actor_setup_Item_Tumble_getup(actor, game, kind, -5.0f);
    Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0);
    Player_actor_set_tex_anime_pattern(actor);
    Player_actor_setup_main_Base(actor, game);
}

static void Player_actor_request_proc_index_fromTumble_getup(ACTOR* actor, GAME* game, int calc) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    int type;
    if (calc != 0) {
        if (player->main_data.balloon.balloon_shape_type < 0) {
            Player_actor_SettleRequestMainIndexPriority(actor);
            Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
        } else {
            type = player->main_data.balloon.balloon_shape_type;
            Player_actor_request_main_release_creature_all(game, 2, 0, &type, player->balloon_actor, mPlayer_REQUEST_PRIORITY_30);
        }
    }
}

static void Player_actor_main_Tumble_getup(ACTOR* actor, GAME* game) {
    int calc;
    f32 frame_calc;

    Player_actor_Movement_Tumble(actor);
    calc = Player_actor_CulcAnimation_Tumble(actor, &frame_calc);
    Player_actor_Reinput_force_position_angle(actor, game);
    Player_actor_set_tex_anime_pattern(actor);
    Player_actor_ObjCheck_Tumble(actor, game);
    Player_actor_BGcheck_Tumble(actor);
    Player_actor_Item_main(actor, game);
    Player_actor_request_proc_index_fromTumble_getup(actor, game, calc);
}
