static int Player_actor_request_main_run_all(GAME* game, f32 speed, int flags, int priority) {
    PLAYER_ACTOR* player;
    if (Player_actor_check_request_main_able(game, mPlayer_INDEX_RUN, priority)) {
        player = GET_PLAYER_ACTOR_GAME(game);
        Player_actor_request_main_index(game, mPlayer_INDEX_RUN, priority);

        player->requested_main_index_data.run.morph_speed = speed;
        player->requested_main_index_data.run.flags = flags;

        return TRUE;
    }

    return FALSE;
}

static void Player_actor_setup_main_Run_common(ACTOR* actor, GAME* game) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    int flags = player->requested_main_index_data.run.flags;
    int anim_idx;
    int part_table_idx;
    f32 speed = player->requested_main_index_data.run.morph_speed;
    f32 absspeed;
    f32 frame = player->keyframe0.frame_control.current_frame;

    absspeed = ABS(speed);

    Player_actor_SetupItem_Base3(actor, mPlayer_ANIM_RUN1, -absspeed, &anim_idx, &part_table_idx);
    Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_RUN1, anim_idx, frame, 1.0f, 0.5f, speed, part_table_idx);

    if (flags & 1) {
        Player_actor_SetEffect_forTakeout_item(actor, game);
    }

    Player_actor_setup_main_Base(actor, game);
}

static void Player_actor_setup_main_Run(ACTOR* actor, GAME* game) { 
    Player_actor_setup_main_Run_common(actor, game); 
}

static void Player_actor_CulcAnimation_Run(ACTOR* actor, f32* frame_calc, f32 frame) {
    Player_actor_CulcAnimation_Walk(actor, frame_calc, frame);
}

static void Player_actor_SetEffect_Run(ACTOR* actor, GAME* game, f32 left_target_frame, f32 right_target_frame) {
    Player_actor_SetEffect_Walk(actor, game, left_target_frame, right_target_frame);
}

static void Player_actor_SearchAnimation_Run(ACTOR* actor, GAME* game, f32 frame) {
    if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
        Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE);
        Player_actor_SetEffect_Walk(actor, game, 1.0f, 9.0f);
    }
}

static void Player_actor_Movement_Run(ACTOR* actor, GAME* game, f32* frame) { 
    Player_actor_Movement_Walk(actor, game, frame); 
}

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

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

static void Player_actor_request_proc_index_fromRun_common(ACTOR* actor, GAME* game) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    f32 speed;

    Player_actor_Set_ScrollDemo_forWade(actor, game, mEv_CheckTitleDemo() <= 0);

    if (!actor->bg_collision_check.result.on_ground) {
        Player_actor_request_main_fall_all(game, -5.0f, 1, mPlayer_REQUEST_PRIORITY_1);
    }

    Player_actor_CheckAndRequest_main_axe_all(game, mPlayer_REQUEST_PRIORITY_4);

    if (Player_actor_CheckController_forNet(game) != 0) {
        Player_actor_request_main_ready_net(game, mPlayer_REQUEST_PRIORITY_4);
    }

    if (Player_actor_CheckController_forRod(game) != 0) {
        Player_actor_request_main_ready_rod(game, mPlayer_REQUEST_PRIORITY_4);
    }

    Player_actor_CheckAndRequest_main_scoop_all(game, mPlayer_REQUEST_PRIORITY_4);
    Player_actor_CheckAndRequest_main_umbrella_all(game, mPlayer_REQUEST_PRIORITY_4);
    Player_actor_CheckAndRequest_main_fan_all(game, 1, 1, mPlayer_REQUEST_PRIORITY_4);
    Player_actor_CheckAndRequest_main_shake_tree_all(game);
    Player_actor_CheckAndRequest_main_pickup_all(game);

    speed = (player->keyframe0.frame_control.speed * player->keyframe0.frame_control.speed) / 0.048f;

    if (speed < 3.525f) {
        Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1);
    }

    if (speed >= 4.875f) {
        Player_actor_request_main_dash_all(game, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1);
    }
}

static void Player_actor_request_proc_index_fromRun(ACTOR* actor, GAME* game) {
    Player_actor_request_proc_index_fromRun_common(actor, game);
}

static void Player_actor_main_Run(ACTOR* actor, GAME* game) {
    f32 frame;
    f32 frame_calc;

    Player_actor_Movement_Run(actor, game, &frame);
    Player_actor_Reinput_force_position_angle(actor, game);
    Player_actor_CulcAnimation_Run(actor, &frame_calc, frame);
    Player_actor_SearchAnimation_Run(actor, game, frame_calc);
    Player_actor_set_lean_angle(actor);
    Player_actor_set_eye_pattern_normal(actor);
    Player_actor_ObjCheck_Run(actor, game);
    Player_actor_BGcheck_Run(actor);
    Player_actor_Item_main(actor, game);
    Player_actor_request_proc_index_fromRun(actor, game);
}
