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Match m_player_main_refuse.c_inc
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int Player_actor_request_main_refuse(GAME* game, int flag) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_REFUSE, flag) != FALSE) {
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Player_actor_request_main_index(game, mPlayer_INDEX_REFUSE, flag);
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return TRUE;
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}
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return FALSE;
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}
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void Player_actor_setup_main_Refuse(ACTOR* actor, GAME* game) {
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int spC;
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int sp8;
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Player_actor_SetupItem_Base1(actor,0, &spC, &sp8, -5.0f);
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Player_actor_InitAnimation_Base1(actor, game,1.0f, 1.0f, 0.5f, -5.0f, 0, spC, sp8);
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Player_actor_setup_main_Base(actor, game);
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}
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void Player_actor_Movement_Refuse(ACTOR* actor) {
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Player_actor_Movement_Base_Braking(actor);
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}
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void Player_actor_CulcAnimation_Refuse(ACTOR* actor) {
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int base;
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Player_actor_CulcAnimation_Base2(actor, &base);
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}
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void Player_actor_ObjCheck_Refuse(ACTOR* actor, GAME* game) {
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Player_actor_Excute_Corect_forStand(actor);
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}
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void Player_actor_BGcheck_Refuse(ACTOR* actor) {
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Player_actor_BGcheck_common_type2(actor);
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}
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void Player_actor_main_Intro(ACTOR* actor, GAME* game) {
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Player_actor_Movement_Refuse(actor);
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Player_actor_Reinput_force_position_angle(actor, game);
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Player_actor_CulcAnimation_Refuse(actor);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_eye_pattern_normal(actor);
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Player_actor_ObjCheck_Refuse(actor, game);
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Player_actor_BGcheck_Refuse(actor);
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Player_actor_Item_main(actor, game);
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}
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