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

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

        return TRUE;
    }

    return FALSE;
}

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

    absspeed = ABS(speed);

    Player_actor_SetupItem_Base3(actor, mPlayer_ANIM_DASH1, -absspeed, &anim_idx, &part_table_idx);
    Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_DASH1, 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_CulcAnimation_Dash(ACTOR* actor, f32* frame_calc, f32 frame) {
    Player_actor_CulcAnimation_Run(actor, frame_calc, frame);
}

static int Player_actor_SetEffectRemoveFlower_Dash(ACTOR* actor, GAME* game, s16 angle) {
    if (RANDOM(4) == 0) {
        xyz_t* actor_pos = &actor->world.position;
        mActor_name_t* name_p = mFI_GetUnitFG(*actor_pos);

        if (name_p != NULL) {
            mActor_name_t name = *name_p;

            if ((IS_ITEM_FLOWER(name) ? TRUE : FALSE)) {
                xyz_t pos;
                if (mFI_Wpos2UtCenterWpos(&pos, *actor_pos)) {
                    pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(pos, 0.0f);
                    Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_HANATIRI, pos, 2, angle, game, 0xFFFF,
                                                                   (s16)name, 0);

                    if (Common_Get(clip).bg_item_clip != NULL) {
                        if (Common_Get(clip).bg_item_clip->fade_entry_proc != NULL) {
                            Common_Get(clip).bg_item_clip->fade_entry_proc(name, actor_pos);
                        }
                    }
                    mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_TRAMPLE_FLOWER);
                    mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_TRAMPLE_ALL_FLOWERS);

                    return TRUE;
                }
            }
        }
    }
    return FALSE;
}

static void Player_actor_SetEffect_Dash(ACTOR* actor, GAME* game, f32 left_target_frame, f32 right_target_frame) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    cKF_FrameControl_c* fc = &player->keyframe0.frame_control;

    if (Player_actor_Check_AnimationFrame(fc, left_target_frame) != FALSE) {
        if (!Player_actor_SetEffectRemoveFlower_Dash(actor, game, player->left_foot_angle.y)) {
            Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DASH_ASIMOTO, player->left_foot_pos, 2,
                                                           player->left_foot_angle.y, game, 0xFFFF,
                                                           actor->bg_collision_check.result.unit_attribute, 0);
        }
    } else if (Player_actor_Check_AnimationFrame(fc, right_target_frame) != FALSE) {
        if (!Player_actor_SetEffectRemoveFlower_Dash(actor, game, player->right_foot_angle.y)) {
            Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DASH_ASIMOTO, player->right_foot_pos, 2,
                                                           player->right_foot_angle.y, game, 0xFFFF,
                                                           actor->bg_collision_check.result.unit_attribute, 0);
        }
    }
}

static void Player_actor_SearchAnimation_Dash(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_Dash(actor, game, 1.0f, 9.0f);
    }
}

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

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

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

static int Player_actor_Check_FlatPlace(ACTOR* actor) {
    static const xy_t offset[] = {
        {0.0f, 0.0f},        {20.0f, 0.0f},        {-20.0f, 0.0f},     {0.0f, 28.284271f},
        {20.0f, 28.284271f}, {-20.0f, 28.284271f}, {0.0f, 56.568542f}, {20.0f, 56.568542f},
        {-20, 56.568542f},   {0.0f, 84.85281f},    {20.0f, 84.85281f}, {-20.0f, 84.85281f},
    };
    xyz_t norm;
    s16 angle = actor->shape_info.rotation.y;
    xyz_t pos = actor->world.position;
    f32 sin = sin_s(angle);
    f32 cos = cos_s(angle);
    int i;

    for (i = 0; i < 12; i++) {
        f32 x = offset[i].x;
        f32 y = offset[i].y;

        pos.x = actor->world.position.x + (y * sin) + (x * cos);
        pos.z = actor->world.position.z + (y * cos) - (x * sin);

        mCoBG_GetBgNorm_FromWpos(&norm, pos);

        if (norm.x != 0.0f || norm.z != 0.0f) {
            return 0;
        }
    }

    return 1;
}

static void Player_actor_request_proc_index_fromDash_common(ACTOR* actor, GAME* game) {
    f32 speed;

    GAME_PLAY* play;
    PLAYER_ACTOR* player;

    player = (PLAYER_ACTOR*)actor;
    play = (GAME_PLAY*)game;
    Player_actor_Set_ScrollDemo_forWade(actor, game, mEv_CheckTitleDemo() <= 0);

    if (!player->actor_class.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_slip_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 (Player_actor_Get_DiffWorldAngleToControllerAngle(actor) >= 18204) {
        Player_actor_request_main_turn_dash_all(game, Player_actor_Get_ControllerAngle(game), mPlayer_REQUEST_PRIORITY_3);
    }

    if (speed < 4.875f) {
        Player_actor_request_main_run_all(game, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1);
    }

    if (mEv_CheckTitleDemo() <= 0 &&
        (Common_Get(now_private)->destiny.type == 3 && Player_actor_Check_FlatPlace(actor))) {
        if (player->actor_class.speed / 7.5f >= 0.75f && !((int)(RANDOM_F(32768) * 2.0f) % 600)) {
            Player_actor_request_main_tumble(game, mPlayer_REQUEST_PRIORITY_6);
        }
    }
}

static void Player_actor_request_proc_index_fromDash(ACTOR* actor, GAME* game) {
    Player_actor_request_proc_index_fromDash_common(actor, game);
}

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

    Player_actor_Movement_Dash(actor, game, &frame);
    Player_actor_Reinput_force_position_angle(actor, game);
    Player_actor_CulcAnimation_Dash(actor, &frame_calc, frame);
    Player_actor_SearchAnimation_Dash(actor, game, frame_calc);
    Player_actor_set_lean_angle(actor);
    Player_actor_set_eye_pattern_normal(actor);
    Player_actor_ObjCheck_Dash(actor, game);
    Player_actor_BGcheck_Dash(actor);
    Player_actor_Item_main(actor, game);
    Player_actor_request_proc_index_fromDash(actor, game);
}
