static int Player_actor_request_main_fall_all(GAME* game, int flags, int prio, f32 speed) {
    PLAYER_ACTOR* player;
    if (Player_actor_check_request_main_able(game, mPlayer_INDEX_FALL, prio)) {
        player = GET_PLAYER_ACTOR_GAME(game);
        Player_actor_request_main_index(game, mPlayer_INDEX_FALL, prio);

        player->requested_main_index_data.fall.morph_speed = speed;

        player->requested_main_index_data.fall.flags = flags;

        return TRUE;
    } else {
        return FALSE;
    }
}

static void Player_actor_setup_main_Fall(ACTOR* actor, GAME* game) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    int anim_idx;
    int part_table_idx;

    f32 speed = player->requested_main_index_data.fall.morph_speed;

    int flags = player->requested_main_index_data.fall.flags;

    Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_WAIT1, -5.0f, &anim_idx, &part_table_idx);
    Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, speed,
                                     part_table_idx);

    if (flags & 1) {
        actor->position_speed.y = 0.0f;
    }

    Player_actor_setup_main_Base(actor, game);
}

static int Player_actor_CulcAnimation_Fall(ACTOR* actor) {
    f32 frame_calc;
    return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}

static void Player_actor_Movement_Fall(ACTOR* actor) { 
    Player_actor_Movement_Base_Braking(actor); 
}

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

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

static void Player_actor_request_proc_index_fromFall_common(ACTOR* actor, GAME* game) {
    PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
    s8 kind;
    s8 player_kind;

    if (actor->bg_collision_check.result.on_ground) {
        Player_actor_request_main_walk_all(game, NULL, -5.0f, 4, mPlayer_REQUEST_PRIORITY_1);
    }
    kind = player->item_kind;
    player_kind = Player_actor_Get_ItemKind(actor, player->now_main_index);

    if (kind != player_kind) {
        Player_actor_request_main_fall_all(game, 0.0f, 1, mPlayer_REQUEST_PRIORITY_0);
    }
}

static void Player_actor_request_proc_index_fromFall(ACTOR* actor, GAME* game) {
    Player_actor_request_proc_index_fromFall_common(actor, game);
}

static void Player_actor_main_Fall(ACTOR* actor, GAME* game) {
    Player_actor_Movement_Fall(actor);
    Player_actor_Reinput_force_position_angle(actor, game);
    Player_actor_CulcAnimation_Fall(actor);
    Player_actor_recover_lean_angle(actor);
    Player_actor_set_eye_pattern_normal(actor);
    Player_actor_ObjCheck_Fall(actor, game);
    Player_actor_BGcheck_Fall(actor);
    Player_actor_Item_main(actor, game);
    Player_actor_request_proc_index_fromFall(actor, game);
}
