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https://github.com/ACreTeam/ac-decomp
synced 2026-06-24 15:43:14 -04:00
match m_player_main_broken_axe
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@@ -0,0 +1,214 @@
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static int Player_actor_request_main_broken_axe_type_reflect(GAME* game, const xyz_t* pos, mActor_name_t hit_item,
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ACTOR* hit_actor, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_BROKEN_AXE, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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mPlayer_request_reflect_axe_c* main_axe = &player->requested_main_index_data.reflect_axe;
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main_axe->break_flag = TRUE;
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Player_actor_request_main_reflect_axe_common(main_axe, pos, hit_item, 0, hit_actor);
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Player_actor_request_main_index(game, mPlayer_INDEX_BROKEN_AXE, priority);
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return TRUE;
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}
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return FALSE;
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}
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static int Player_actor_request_main_broken_axe_type_swing(GAME* game, const xyz_t* pos, mActor_name_t hit_item,
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int hit_ut_x, int hit_ut_z, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_BROKEN_AXE, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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mPlayer_request_swing_axe_c* main_axe = &player->requested_main_index_data.swing_axe;
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main_axe->break_flag = FALSE;
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Player_actor_request_main_swing_axe_common(main_axe, pos, hit_item, 0, hit_ut_x, hit_ut_z);
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Player_actor_request_main_index(game, mPlayer_INDEX_BROKEN_AXE, priority);
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return TRUE;
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}
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return FALSE;
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}
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static void Player_actor_setup_main_Broken_axe(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_request_reflect_axe_c* req_ref;
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mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe;
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mPlayer_request_swing_axe_c* req_swing;
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int break_type;
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req_swing = &player->requested_main_index_data.swing_axe;
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req_ref = &player->requested_main_index_data.reflect_axe;
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break_type = req_ref->break_flag;
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main_axe->break_type = req_swing->break_flag;
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main_axe->_28 = 0.0f;
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main_axe->_2C = 0;
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if (break_type != mPlayer_AXE_BREAK_FROM_SWING) {
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Player_actor_setup_main_Reflect_axe_common(req_swing, &main_axe->axe.reflect_axe);
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} else {
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Player_actor_setup_main_Swing_axe_common(req_ref, &main_axe->axe.swing_axe);
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}
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_AXE_BREAK1, mPlayer_ANIM_AXE_BREAK1, 1.0f, 1.0f, 0.5f,
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-5.0f, 0, 0);
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Player_actor_setup_main_Base(actor, game);
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}
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static void Player_actor_settle_main_Broken_axe(ACTOR* actor) {
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mBGMPsComp_delete_ps_demo(125, 0x168);
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actor->speed = 0.0f;
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}
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static void Player_actor_Movement_Broken_axe(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 cur = player->keyframe0.frame_control.current_frame;
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if (player->animation0_idx == mPlayer_ANIM_AXE_BREAK1 && cur < 15.0f) {
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mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe;
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void* main_ref;
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switch (main_axe->break_type) {
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default:
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main_ref = &main_axe->axe.reflect_axe;
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break;
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case mPlayer_AXE_BREAK_FROM_SWING:
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main_ref = &main_axe->axe.swing_axe;
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break;
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}
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Player_actor_Movement_Reflect_axe_common(actor, main_ref, 1);
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} else {
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add_calc_short_angle2(&actor->shape_info.rotation.y, 0, 1.0f - sqrtf(0.5), 2500, 50);
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actor->world.angle.y = actor->shape_info.rotation.y;
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}
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}
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static int Player_actor_CulcAnimation_Broken_axe(ACTOR* actor, f32* frame_calc) {
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return Player_actor_CulcAnimation_Base2(actor, frame_calc);
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}
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static void Player_actor_SetEffect_Broken_axe(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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xyz_t pos;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) {
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s16 rot = actor->world.angle.y;
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pos = actor->world.position;
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Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_SWING_AXE, pos, 2, actor->shape_info.rotation.y, game,
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RSV_NO, actor->bg_collision_check.result.unit_attribute, 3);
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}
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}
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static void Player_actor_SearchAnimation_Broken_axe(ACTOR* actor, GAME* game, int flag, f32 frame) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (player->animation0_idx == mPlayer_ANIM_AXE_BREAK1) {
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mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe;
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if (main_axe->break_type != mPlayer_AXE_BREAK_FROM_SWING) {
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Player_actor_SearchAnimation_Reflect_axe(actor, game, &main_axe->axe.reflect_axe, 1, frame);
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} else {
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Player_actor_SetAngleSpeedF_Reflect_axe(actor, 1);
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Player_actor_SearchAnimation_Swing_axe(actor, game, &main_axe->axe.swing_axe, 1, frame);
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}
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_SetEffect_Broken_axe(actor, game);
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}
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if (flag != 0) {
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Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_AXE_BREAKWAIT1, mPlayer_ANIM_AXE_BREAKWAIT1,
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1.0f, 1.0f, 0.5f, 0.0f, 0);
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}
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}
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}
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static void Player_actor_ObjCheck_Broken_axe(ACTOR* actor, GAME* game) {
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Player_actor_Excute_Corect_forStand(actor, game);
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}
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static void Player_actor_BGcheck_Broken_axe(ACTOR* actor) {
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Player_actor_BGcheck_common_type1(actor);
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}
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static void Player_actor_Broken_axe_demo_ct(ACTOR* actor) {
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rgba_t color;
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mDemo_Set_msg_num(0x3067);
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mDemo_Set_talk_display_name(FALSE);
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mDemo_Set_camera(CAMERA2_PROCESS_ITEM);
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mDemo_Set_ListenAble();
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color.r = 225;
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color.g = 165;
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color.b = 255;
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color.a = 255;
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mDemo_Set_talk_window_color(&color);
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mBGMPsComp_make_ps_demo(125, 0x168);
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}
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static int Player_actor_MessageControl_Broken_axe(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe;
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int* _2Cp = &main_axe->_2C;
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switch (main_axe->_2C) {
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f32* _28p;
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case 0:
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_28p = &main_axe->_28;
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if (*_28p < 80.0f) {
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*_28p += 1.0f;
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} else {
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*_2Cp = 1;
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}
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break;
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case 1:
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if (!mDemo_Check(mDemo_TYPE_REPORT, actor)) {
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mDemo_Request(mDemo_TYPE_REPORT, actor, Player_actor_Broken_axe_demo_ct);
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} else {
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*_2Cp = 2;
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}
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break;
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case 2:
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if (!mDemo_Check(mDemo_TYPE_REPORT, actor)) {
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*_2Cp = 3;
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}
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break;
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default:
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return 1;
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}
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return 0;
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}
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static void Player_actor_request_proc_index_fromSwing_axe(ACTOR* actor, GAME* game, int arg) {
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if (arg != 0) {
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Player_actor_SettleRequestMainIndexPriority(actor);
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Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
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}
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}
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static void Player_actor_main_Broken_axe(ACTOR* actor, GAME* game) {
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f32 frame_calc;
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int arg;
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int cnt;
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Player_actor_Movement_Broken_axe(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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arg = Player_actor_CulcAnimation_Broken_axe(actor, &frame_calc);
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Player_actor_SearchAnimation_Broken_axe(actor, game, arg, frame_calc);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_tex_anime_pattern(actor);
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Player_actor_ObjCheck_Broken_axe(actor, game);
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Player_actor_BGcheck_Broken_axe(actor);
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Player_actor_Item_main(actor, game);
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cnt = Player_actor_MessageControl_Broken_axe(actor);
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Player_actor_request_proc_index_fromBroken_axe(actor, game, cnt);
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}
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