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 / * #### [Player action] #### * /
void PlayerAct (GAMEACT * ix) / * (ACTWK *) >> cast to (GAMEACT *) * /
{
    enum {
        INIT, MAIN,
    };
    switch(ix->level) {
    case INIT:
        / * Initialize player coordinates * /
        ix->level++;
    case MAIN:
        / * Player movement * /
        / * Collision judgment * /
        break;
    }
}


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