static int Player_actor_request_main_door(GAME* game, int priority) {
    if (Player_actor_check_request_main_able(game, mPlayer_INDEX_INVADE, priority)) {
        Player_actor_request_main_index(game, mPlayer_INDEX_INVADE, priority);

        return TRUE;
    }

    return FALSE;
}

static int Player_actor_request_main_door_all(GAME* game, int priority) {
    return Player_actor_request_main_invade(game, priority) != 0;
}

static void Player_actor_setup_main_Invade(ACTOR* actor, GAME* game) {
    int anim_idx;
    int part_table_idx;

    Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_WAIT1, -5.0f, &anim_idx, &part_table_idx);
    Player_actor_InitAnimation_Base1(actor, game, 0, 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_Invade(ACTOR* actor) { 
    Player_actor_Movement_Base_Braking(actor); 
}

static void Player_actor_CulcAnimation_Invade(ACTOR* actor) {
    f32 frame_calc;

    Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}

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

static void Player_actor_BGcheck_Invade(ACTOR* actor) { 
    Player_actor_BGcheck_common_type2(actor); 
}

static void Player_actor_main_Invade(ACTOR* actor, GAME* game) {
    Player_actor_Movement_Invade(actor);
    Player_actor_Reinput_force_position_angle(actor, game);
    Player_actor_CulcAnimation_Invade(actor);
    Player_actor_recover_lean_angle(actor);
    Player_actor_set_eye_pattern_normal(actor);
    Player_actor_ObjCheck_Invade(actor, game);
    Player_actor_BGcheck_Invade(actor);
    Player_actor_Item_main(actor, game);
}
