static void Player_actor_set_viblation_common1(int total_frames, int attack_type, int sustain_type, int release_type,
                                               int attack_frames, int sustain_frames, int release_frames) {
    mVibctl_entry(total_frames, attack_type, sustain_type, release_type, attack_frames, sustain_frames, release_frames,
                  0.0f);
}

static void Player_actor_set_viblation_Dig_scoop(void) {
    Player_actor_set_viblation_common1(100, 1, 7, 1, 0, 18, 0);
}

static void Player_actor_set_viblation_Dig_scoop_stump(void) {
    Player_actor_set_viblation_common1(100, 1, 8, 1, 1, 60, 0);
}

static void Player_actor_set_viblation_Fill_scoop(void) {
    Player_actor_set_viblation_common1(80, 1, 8, 1, 6, 60, 0);
}

static void Player_actor_set_viblation_Reflect_scoop_hard(void) {
    Player_actor_set_viblation_common1(100, 1, 9, 1, 3, 9, 0);
}

static void Player_actor_set_viblation_Reflect_scoop_soft(void) {
    Player_actor_set_viblation_common1(90, 1, 1, 1, 2, 4, 0);
}

static void Player_actor_set_viblation_Swing_net(void) {
    Player_actor_set_viblation_common1(100, 1, 1, 1, 2, 4, 0);
}

static void Player_actor_set_viblation_Shake_tree(void) {
    Player_actor_set_viblation_common1(100, 0, 11, 5, 0, 34, 0);
}

static void Player_actor_set_viblation_Axe_hard(void) {
    Player_actor_set_viblation_Reflect_scoop_hard();
}

static void Player_actor_set_viblation_Axe_soft(void) {
    Player_actor_set_viblation_Reflect_scoop_soft();
}

static void Player_actor_set_viblation_Axe_cut(void) {
    Player_actor_set_viblation_common1(100, 1, 10, 1, 3, 36, 0);
}

static void Player_actor_set_viblation_Tumble(void) {
    Player_actor_set_viblation_common1(100, 1, 12, 1, 3, 14, 0);
}

static void Player_actor_set_viblation_Remove_grass(void) {
    Player_actor_set_viblation_common1(90, 1, 1, 1, 0, 1, 10);
}
