int Player_actor_Item_main_axe_normal(ACTOR* actor, GAME* game){
    return 0;
} 

void Player_actor_Item_draw_axe(ACTOR* actor, GAME* game){
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    int shape_type;
    
    Matrix_push();
    Matrix_Position_VecZ(&player->axe_pos, 1500.0f);
    Matrix_pull();

    shape_type = player->item_shape_type[player->item_bank_idx];

    if(mPlayer_ITEM_DATA_VALID(shape_type)){
        OPEN_POLY_OPA_DISP(game->graph);

        gSPDisplayList(POLY_OPA_DISP++, mPlib_Get_Item_DataPointer(shape_type));
        
        CLOSE_POLY_OPA_DISP(game->graph); 
    }

    player->update_item_rod_top_pos = FALSE;
    player->balloon_start_pos_set_flag = FALSE;
}
