
static int Player_actor_request_main_refuse_pickup_all(GAME* game, int flag) {
    if (Player_actor_check_request_main_able(game, mPlayer_INDEX_REFUSE_PICKUP, flag) != FALSE) {
        Player_actor_request_main_index(game, mPlayer_INDEX_REFUSE_PICKUP, flag);
        return TRUE;
    }
    return FALSE;
}

static void Player_actor_Refuse_pickup_demo_ct(ACTOR* actor) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;

    int msg;
    rgba_t color;

    Player_actor_request_main_refuse_pickup_all(gamePT, 0x13);

    msg = (Common_Get(field_type) == 0) ? 0x17AD : 0x17AE;

    if (player->refuse_pickup_knife_fork_flag != FALSE) {
        msg = 0x3B59;
    }

    mDemo_Set_msg_num(msg);
    mDemo_Set_talk_display_name(0);
    mDemo_Set_ListenAble();

    color.r = 255;
    color.g = 255;
    color.b = 20;
    color.a = 255;

    mDemo_Set_talk_window_color(&color);
}

static void Player_actor_setup_main_Refuse_pickup(ACTOR* actor, GAME* game) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    int anim_idx;
    int part_table_idx;

    Player_actor_SetupItem_Base1(actor, 0, -5.0f, &anim_idx, &part_table_idx);
    Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f,
                                     part_table_idx);
    Player_actor_setup_main_Base(actor, game);
}

static void Player_actor_Movement_Refuse_pickup(ACTOR* actor) {
    Player_actor_Movement_Base_Braking_common(actor, 0.23925f);
}

static void Player_actor_CulcAnimation_Refuse_pickup(ACTOR* actor) {
    f32 base;

    Player_actor_CulcAnimation_Base2(actor, &base);
}

static void Player_actor_ObjCheck_Refuse_pickup(ACTOR* actor, GAME* game) {
    Player_actor_Excute_Corect_forStand(actor, game);
}

static void Player_actor_BGcheck_Refuse_pickup(ACTOR* actor) {
    Player_actor_BGcheck_common_type1(actor);
}

static void Player_actor_request_proc_index_fromRefuse_pickup(ACTOR* actor, GAME* game) {
    if (mDemo_Check(mDemo_TYPE_REPORT, actor) == 0) {
        Player_actor_SettleRequestMainIndexPriority(actor);
        Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1);
    }
}

static void Player_actor_main_Intro(ACTOR* actor, GAME* game) {
    Player_actor_Movement_Refuse_pickup(actor);
    Player_actor_Reinput_force_position_angle(actor, game);
    Player_actor_CulcAnimation_Refuse_pickup(actor);
    Player_actor_recover_lean_angle(actor);
    Player_actor_set_eye_pattern_normal(actor);
    Player_actor_ObjCheck_Refuse_pickup(actor, game);
    Player_actor_BGcheck_Refuse_pickup(actor);
    Player_actor_Item_main(actor, game);
    Player_actor_request_proc_index_fromRefuse_pickup(actor, game);
}
