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untyped //Panel.s stuff needs to be typed

global function RodeoTitan_Init

global function EnableTitanRodeo
global function DisableTitanRodeo
global function DebugRodeoTimes
global function PlayerBeginsTitanRodeo
global function ForceTitanRodeoToEnd
global function PlayerRodeoViewCone
global function OpenViewCone
global function RodeoPanelIsOpen
global function PlayerRemovesBatteryPack
global function Rodeo_PilotAddsBatteryToFriendlyTitan
global function GiveFriendlyRodeoPlayerProtection
global function TakeAwayFriendlyRodeoPlayerProtection
global function Rodeo_GiveBatteryToPlayer
global function Rodeo_PilotThrowsBattery
global function Rodeo_RemoveBatteryOffPlayer
global function Rodeo_RemoveAllBatteriesOffPlayer
global function Rodeo_GiveExecutingTitanABattery
global function Rodeo_CreateBatteryPack
global function SetSoulBatteryCount
global function GetPlayerBatteryCount
global function PlayerHasMaxBatteryCount
global function Rodeo_PilotPicksUpBattery_Silent

global function AddOnRodeoStartedCallback
global function AddOnRodeoEndedCallback

global function PilotBattery_SetMaxCount
global function ThrowRiderOff

global function Burnmeter_EmergencyBattery
global function Burnmeter_AmpedBattery

global function Battery_StartFX
global function Battery_StopFX
global function Battery_StopFXAndHideIconForPlayer

global function RemovePlayerAirControl //This function should really be in a server only SP & MP utility script file. No such file exists as of right now.
global function RestorePlayerAirControl //This function should really be in a server only SP & MP utility script file. No such file exists as of right now.

#if DEV
global function SetDebugRodeoPrint
global function GetDebugRodeoPrint
#endif

#if MP
global function SetApplyBatteryCallback
#endif

const float BATTERY_PICKUP_IGNORE_FRAC = 0.98
const RODEO_EXPLOSION_DAMAGEFRAC = 0.3
global const RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS = $"models/props/titan_battery_static/titan_battery_static.mdl" //Need a separate one for rodeo anims, instead of manually rotating the existing one
const RODEO_BATTERY_RIP_PILOT_PUSHED_OFF_VERTICAL_HEIGHT = 80
const RODEO_BATTERY_RIP_PILOT_PUSHED_OFF_HORIZONTAL_SPEED = 450
const RODEO_THROW_BATTERY_BUTTON_HOLD_TIME = 0.5
const RODEO_CLAMBER_FAILED_SOUND_DEBOUNCE_TIME = 2.0
global const BATTERY_FX_FRIENDLY = $"P_xo_battery"
global const BATTERY_FX_AMPED = $"P_xo_battery_amped"

const HAS_BATTERY_THIEF_ICON = false

const string PILOT_PICKS_UP_BATTERY_SOUND = "UI_TitanBattery_Pilot_PickUp"
const string PILOT_APPLIES_BATTERY_TO_TITAN_HEALTH_RESTORED_SOUND = "UI_TitanBattery_Pilot_Give_TitanBattery"


global int RODEO_BATTERY_EXPLOSION_EFFECT

const string TITAN_GOT_BATTERY_RIPPED_SOUND = "UI_TitanBattery_Pilot_Take_TitanBattery"

global float ANTI_RODEO_DEFAULT_START_DELAY = 0.5
global float ANTI_RODEO_DEFAULT_DRAIN_DURATION = 1.25
global float ANTI_RODEO_DEFAULT_WINDOW_DURATION = 0.1
global float ANTI_RODEO_DEFAULT_WINDOW_START = 0.55

struct AntiRodeoPlayerData
{
	bool antiRodeoPressed
	float startTime
	float windowStartFrac
	float windowEndFrac
	entity antiRodeoPlayer
	bool wasCrouched
}

struct
{
	array<void functionref(entity,entity)> onRodeoEndedCallbacks
	array<void functionref(entity,entity)> onRodeoStartedCallbacks

	table<entity, AntiRodeoPlayerData> antiRodeoPlayerData

	int maxPilotBatteryCount = 1
	bool debugRodeoPrint = false

	table<entity, bool> playersThatWantToUseRodeoGrenade

	void functionref(entity,entity,entity) applyBatteryCallback
} file

//-----------------------------------------------------------------------------
//  _rodeo_titan.nut
//
//  Script for a player (pilot) rodoeing a titan.
//
//-----------------------------------------------------------------------------

void function RodeoTitan_Init()
{
	PrecacheParticleSystem( $"P_impact_rodeo_damage" ) //Rodeo hit spark
	PrecacheParticleSystem( $"P_rodeo_damage_1" )  //DamageState1
	PrecacheParticleSystem( $"P_rodeo_damage_2" )  //DamageState2
	PrecacheParticleSystem( $"P_rodeo_damage_3" )  //DamageState3
	PrecacheParticleSystem( BATTERY_FX_FRIENDLY )
	PrecacheParticleSystem( BATTERY_FX_AMPED )

	RegisterSignal( "CancelAirControlLoss" )
	RegisterSignal( "FriendlyRodeoDeployWeapon" )
	RegisterSignal( "MonitorRodeoPastPointOfNoReturn" )
	RegisterSignal( "PostRodeoAirControl" )
	PrecacheModel( RODEO_BATTERY_MODEL )
	PrecacheModel( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )

	AddSoulDeathCallback( SoulRodeoEnds )
	AddSoulTransferFunc( RecreateRodeoPanelDamageFX )

	RODEO_BATTERY_EXPLOSION_EFFECT = PrecacheParticleSystem( $"P_impact_exp_FRAG_metal" )

	AddCallback_OnPlayerKilled( Rodeo_DropAllBatteriesOnDeath )
	AddCallback_OnTouchHealthKit( "item_titan_battery", Rodeo_OnTouchBatteryPack )
	AddCallback_OnPilotBecomesTitan( Rodeo_ApplyAllBatteriesOnEmbark )

	//AddSoulInitFunc( Rodeo_HealthDecayThink )

	if ( IsMultiplayer() )
	{
		//AddDeathCallback( "player", TitanDropsBatteryOnDeath ) //SP has its own functions. Maybe we should just copy SP's stuff? They have the green highlight FX for it too
		//AddDeathCallback( "npc_titan", TitanDropsBatteryOnDeath ) //SP has its own functions. Maybe we should just copy SP's stuff? They have the green highlight FX for it too

		AddDamageCallback( "player", ShowRequestRodeoBatteryHint_OnDamage )
		AddCallback_OnPilotBecomesTitan( ShowRequestRodeoBatteryHint_OnPilotBecomesTitan )

		AddClientCommandCallback( "OfferRodeoBattery", ClientCommand_OfferRodeoBattery )
		AddClientCommandCallback( "RequestRodeoBattery", ClientCommand_RequestRodeoBattery )

		#if MP
		AddClientCommandCallback( "TryNukeGrenade", ClientCommand_TryNukeGrenade )
		RegisterSignal( "TryNukeGrenade" )
		RegisterSignal( "RodeoNukeWindowEnded" )
		#endif
	}
	else
	{
		AddSoulInitFunc( DisableBTRodeo )
	}
}

void function Rodeo_HealthDecayThink( entity soul ) //Remove if we don't want rodeo battery to drain health
{
	thread Rodeo_HealthDecayThinkInternal( soul )
}

void function Rodeo_HealthDecayThinkInternal( entity soul ) //Remove if we don't want rodeo battery to drain health
{
	soul.EndSignal( "OnDestroy" ) //This needs to be OnDestroy instead of OnDeath because souls don't have a death animation
	soul.EndSignal( "OnTitanDeath" )

	bool draining = false

	while ( 1 )
	{
		entity titan = soul.GetTitan()

		if ( Rodeo_ShouldDrainHealth( soul ) )
		{
			if ( !draining )
			{
				draining = true
				EmitSoundOnEntity( titan, "titan_energyshield_down" )
			}

			int damageAmout = Rodeo_GetDrainAmount( soul )

			titan.TakeDamage( damageAmout, soul.e.lastRodeoAttacker, soul.e.lastRodeoAttacker, { scriptType = damageTypes.rodeoBatteryRemoval | DF_NO_INDICATOR, damageSourceId = eDamageSourceId.rodeo_battery_removal, hitbox = 2 } )
		}
		else
		{
			if ( draining )
			{
				draining = false
				StopSoundOnEntity( titan, "titan_energyshield_down" )
			}
		}
		WaitFrame()
	}
}

bool function Rodeo_ShouldDrainHealth( entity soul ) //Remove if we don't want rodeo battery to drain health
{
	entity titan = soul.GetTitan()
	if ( !IsAlive( titan ) )
		return false

	if ( GetDoomedState( titan ) )
		return false

	int batt = GetSoulBatteryCount( soul )
	int maxBattHealth = GetSegmentHealthForTitan( titan ) * batt
	int health = titan.GetHealth()
	return ( health > maxBattHealth )
}

int function Rodeo_GetDrainAmount( entity soul ) //Remove if we don't want rodeo battery to drain health
{
	entity titan = soul.GetTitan()

	float damagePerSec = GetSegmentHealthForTitan( titan ) / RODEO_DRAIN_TIME
	float damagePerFrame = ceil( GetSegmentHealthForTitan( titan ) / RODEO_DRAIN_TIME ) * 0.1
	int damageAmout =  int( damagePerFrame )

	int batt = GetSoulBatteryCount( soul )
	int maxBattHealth = GetSegmentHealthForTitan( titan ) * batt
	int health = titan.GetHealth()
	if ( health - maxBattHealth < damageAmout )
		damageAmout = health - maxBattHealth

	return damageAmout
}

void function GiveFriendlyRodeoPlayerProtection( entity titan )
{
	entity friendlyRider = GetFriendlyRodeoPilot( titan )
	if ( IsValid( friendlyRider ) )
	{
		//printt( "Set friendlyRider PassDamageToParent true" )
		friendlyRider.kv.PassDamageToParent = true //rodeo player now passes damage to titan
	}
}

void function TakeAwayFriendlyRodeoPlayerProtection( entity titan )
{
	entity friendlyRider = GetFriendlyRodeoPilot( titan )
	if ( IsValid( friendlyRider ) )
	{
		//printt( "Set friendlyRider PassDamageToParent false" )
		friendlyRider.kv.PassDamageToParent = false //rodeo player now takes full damage
	}
}

void function CreateSparksInsideTitanPanel( panel )
{
	entity impactSpark = CreateEntity( "info_particle_system" )
	impactSpark.kv.start_active = 1
	impactSpark.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
	impactSpark.SetValueForEffectNameKey( $"P_impact_rodeo_damage" )
	SetTargetName( impactSpark, UniqueString() )
	impactSpark.SetParent( panel, "hatch", false, 0 )
	DispatchSpawn( impactSpark )
	impactSpark.Kill_Deprecated_UseDestroyInstead( 1.5 )
}


void function CreateDamageStateParticlesForPanel( var panel, asset particleSystem = $"P_impact_rodeo_damage" )
{
	entity impactSpark = CreateEntity( "info_particle_system" )
	impactSpark.kv.start_active = 1
	impactSpark.SetOwner( panel.GetParent() )
	impactSpark.kv.VisibilityFlags = (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY) // not visible to owner
	impactSpark.SetValueForEffectNameKey( particleSystem )
	SetTargetName( impactSpark, UniqueString() )
	impactSpark.SetParent( panel, "hatch", false, 0 )
	DispatchSpawn( impactSpark )
	if ( IsValid( panel.s.lastDamageStateParticleSystem ) )
	{
		//printt("Killing particle system: " + panel.s.lastDamageStateParticleSystem)
		panel.s.lastDamageStateParticleSystem.Kill_Deprecated_UseDestroyInstead()
	}

	panel.s.lastDamageStateParticleSystem = impactSpark
}


void function RecreateRodeoPanelDamageFX( entity soul, entity titan, entity oldTitan )
{
	thread RecreateRodeoPanelDamageFX_threaded( soul )
}


void function RecreateRodeoPanelDamageFX_threaded( entity soul )
{
	WaitEndFrame()
	entity panel = soul.soul.batteryContainer

	if (! IsValid( panel ) )
		return

	entity lastDamageStateParticleSystem = expect entity ( panel.s.lastDamageStateParticleSystem )

	if ( IsValid( lastDamageStateParticleSystem ) )
	{
		CreateDamageStateParticlesForPanel( panel, lastDamageStateParticleSystem.GetValueForEffectNameKey() ) //This kills the last particle system too
	}
}

void function RodeoPanelIsOpen( entity panel )
{
	panel.s.opened = true

	entity titan = panel.GetParent()
	Assert( titan.IsTitan() )

	entity soul = titan.GetTitanSoul()
	Assert( IsValid( soul ) )

	soul.SetLastRodeoHitTime( Time() ) //Make warning always trigger now when panel is ripped
	soul.soul.batteryContainerBeingUsed = false
}

void function RodeoBatteryRemoval( entity pilot )
{
	entity titan = GetTitanBeingRodeoed( pilot )
	if ( !IsValid( titan ) )
		return

	// THROW RODEO RIDER OFF
	entity soul = titan.GetTitanSoul()
	string titanType = GetSoulTitanSubClass( soul )

	soul.SetLastRodeoHitTime( Time() )

	RodeoBatteryPackRemovalDamage( pilot, titan, soul )

	bool playerHadBattery = PlayerHasBattery( pilot )

	if ( !playerHadBattery )
	{
		AddPlayerScore( pilot, "PilotBatteryStolen" )
		entity battery = Rodeo_CreateBatteryPack( titan )
		Rodeo_PilotPicksUpBattery( pilot, battery )
		thread BatteryThiefHighlight( pilot )

		if ( titan.IsPlayer() )
		{
			EmitSoundOnEntityOnlyToPlayer( titan, titan, TITAN_GOT_BATTERY_RIPPED_SOUND ) //Consider playing this in world once we get sounds that aren't just notification beeps
		}
	}

	vector direction = CalculateDirectionToThrowOffBatteryThief( pilot, titan )

	// for classic rodeo, let them stay on
	if ( GetCurrentPlaylistVarInt( "classic_rodeo", 0 ) == 0 )
		ThrowRiderOff( pilot, titan, direction ) //This signals RodeoOver

	#if MP
		PIN_PlayerRodeoedEnemyTitanToCompletion( pilot, titan, playerHadBattery )
	#endif
}

void function RodeoBatteryGrenadeShow( entity pilot )
{
	entity titanSoul = pilot.GetTitanSoulBeingRodeoed()
	Assert( IsValid( titanSoul ) )

	foreach( tempProp in pilot.p.rodeoAnimTempProps )
	{
		tempProp.Show()
	}
}

void function RodeoBatteryRemoval_ShowBattery( entity pilot )
{
	foreach( tempProp in pilot.p.rodeoAnimTempProps )
	{
		tempProp.Show()
	}

	entity titanSoul = pilot.GetTitanSoulBeingRodeoed()

	string titanType = GetSoulTitanSubClass( titanSoul )

	entity batteryContainer = titanSoul.soul.batteryContainer
	batteryContainer.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_down_idle" )  )

}


void function RodeoBatteryStealthMovementWarning( entity pilot )
{
	if ( !PlayerHasPassive( pilot, ePassives.PAS_STEALTH_MOVEMENT ) )
		return

	entity titanSoul = pilot.GetTitanSoulBeingRodeoed()

	titanSoul.SetLastRodeoHitTime( Time() ) //This shows the warning icon on the Titan's hud
}

vector function CalculateDirectionToThrowOffBatteryThief( entity batteryThief, entity titan )
{
	vector backward
	vector right

	if ( titan.IsPlayer() )
	{
		backward = titan.GetViewForward() * -1.0
		right = titan.GetViewRight()
	}
	else
	{
		backward = titan.GetForwardVector() * -1.0
		right = titan.GetRightVector()
	}

	backward.z = 0
	right.z = 0

	backward = Normalize( backward )
	right = Normalize( right )

	// map the player's controls to his angles, and add that velocity
	float xAxis = batteryThief.GetInputAxisRight()
	float yAxis = batteryThief.GetInputAxisForward()

	xAxis = GraphCapped( xAxis, -1.0, 1.0, -0.4, 0.4 )
	yAxis = GraphCapped( yAxis, -1.0, 1.0, 1.0, 0.75 ) //Cap it so you don't actually let the players jump forwards

	vector direction
	if ( fabs( xAxis ) < 0.2 && fabs( yAxis ) < 0.2 )
	{
	    // no significant controller deflection, just push forward by 0.75 as default
	    direction = backward * 0.75
	}
	else
	{
	    vector forwardVec = backward * yAxis
	    vector rightVec = right * xAxis
	    direction = rightVec + forwardVec
	}

	direction *= RODEO_BATTERY_RIP_PILOT_PUSHED_OFF_HORIZONTAL_SPEED
	direction.z = RODEO_BATTERY_RIP_PILOT_PUSHED_OFF_VERTICAL_HEIGHT

	// JFS: R2DLC-310 SCRIPT ERROR: PHONE_HOME: [SERVER] vecAbsVelocity isn't valid
	if ( LengthSqr( direction ) < 0.0 )
		return <0, 0, RODEO_BATTERY_RIP_PILOT_PUSHED_OFF_VERTICAL_HEIGHT>

	return direction
}

void function CancelAirControlLossAfterTouchGround( entity player )
{
	player.Signal( "CancelAirControlLoss" )
}


void function BatteryThiefHighlight( entity player )
{
	Highlight_SetEnemyHighlight( player, "battery_thief" )

	OnThreadEnd(
		function() : ( player )
		{
			if ( !IsValid( player ) )
				return

			if ( Hightlight_HasEnemyHighlight( player, "battery_thief" ) )
				Highlight_ClearEnemyHighlight( player )
		}
	)

	wait RODEO_BATTERY_THIEF_ICON_DURATION
}

void function ForceTitanRodeoToEnd( entity titan ) //TODO: Not typed since it is added via anim event
{
	entity soul = titan.GetTitanSoul()
	if ( !IsValid( soul ) )
		return

	SoulRodeoEnds( soul, null )
}


void function SoulRodeoEnds( entity soul, var damageInfo )
{
	entity titan = soul.GetTitan()

	if( !IsValid( titan ) )
		return

	entity rider = GetRodeoPilot( titan )

	if ( !IsValid( rider ) )
		return

	rider.Signal( "RodeoOver" )
	rider.ClearParent()
}


void function EnableTitanRodeo( entity titan )
{
	Assert( titan.IsTitan(), "tried calling EnableTitanRodeo on non-titan" )

	entity titanSoul = titan.GetTitanSoul()

	Assert( IsValid( titanSoul ) )

	titanSoul.SetIsValidRodeoTarget( true ) //Lets rodeo happen on them.
}


void function DisableTitanRodeo( entity titan )
{
	Assert( titan.IsTitan(), "tried calling DisableTitanRodeo( on non-titan" )

	entity titanSoul = titan.GetTitanSoul()

	Assert( IsValid( titanSoul ) )

	titanSoul.SetIsValidRodeoTarget( false ) //Stops rodeo from happening on them.
}

void function AddOnRodeoStartedCallback( void functionref(entity,entity) callbackFunc )
{
	Assert (!( file.onRodeoStartedCallbacks.contains( callbackFunc ) ))
	file.onRodeoStartedCallbacks.append( callbackFunc )
}

void function AddOnRodeoEndedCallback( void functionref(entity,entity) callbackFunc )
{
	Assert (!( file.onRodeoEndedCallbacks.contains( callbackFunc ) ))
	file.onRodeoEndedCallbacks.append( callbackFunc )
}

function PlayerBeginsTitanRodeo( entity player, RodeoPackageStruct rodeoPackage, entity rodeoTitan )
{
	entity soul = rodeoTitan.GetTitanSoul()
	Assert( IsValid( soul ) )

	bool sameTeam = player.GetTeam() == rodeoTitan.GetTeam()
	bool playerWasEjecting = player.p.pilotEjecting // have to store this off here because the "RodeoStarted" signal below ends eject, so it will be too late to check it in actual rodeo function. Used to check for eject -> rodeo

	player.p.rodeoShouldAdjustJumpOffVelocity = true

	player.Signal( "RodeoStarted" )

	bool playerHadBatteryAtStartOfRodeo = PlayerHasBattery( player )

	OnThreadEnd(
		function () : ( player, soul, sameTeam, rodeoTitan, playerHadBatteryAtStartOfRodeo )
		{
			RodeoPackageStruct rodeoPackage = player.p.rodeoPackage
			entity newRodeoTitan = rodeoTitan

			//Clear the rodeo alert and update the newRodeoTitan to be the soul's titan
			if ( IsValid( soul ) )
			{
				soul.SetLastRodeoHitTime( 0 ) //Clear rodeo warning for next time a player jumps on
				newRodeoTitan = soul.GetTitan() //rodeoTitan might have changed because a player embarked/disembarked etc

				foreach ( callbackFunc in file.onRodeoEndedCallbacks )
				{
					callbackFunc( player, newRodeoTitan )
				}

				for( int i = 0; i < soul.rodeoReservedSlots.len(); ++i )
				{
					if ( soul.rodeoReservedSlots[ i ] == player )
					{
						soul.rodeoReservedSlots[ i ] = null
						break
					}
				}

				if ( soul.soul.batteryContainerBeingUsed && playerHadBatteryAtStartOfRodeo ) //i.e. rodeo got interruped early
				{
					string titanType = GetSoulTitanSubClass( soul )
					entity batteryContainer = soul.soul.batteryContainer
					batteryContainer.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up" ) )
					soul.soul.batteryContainerBeingUsed = false

				}

				// if the player is invalid, we still need to enable rodeo on the titan
				// normally this would happen in Rodeo_Detach(), but that only works if the player is valid
				if ( !IsValid( player ) )
					EnableTitanRodeo( newRodeoTitan )
			}

			if ( IsValid( player ) )
			{
				player.Signal( "RodeoOver" )
				player.SetNameVisibleToFriendly( true ) // show name of the pilot again
				player.SetNameVisibleToEnemy( true )
				ClearPlayerAnimViewEntity( player )
				player.AnimViewEntity_SetLerpOutTime( 0.4 ) // blend out the clear anim view entity
				player.ClearParent()
				player.Anim_Stop()
				player.SetOneHandedWeaponUsageOff()
				player.SetTitanSoulBeingRodeoed( null )
				player.UnforceStand()
				player.kv.PassDamageToParent = false
				player.TouchGround() // so you can double jump off
				StopSoundOnEntity( player, rodeoPackage.cockpitSound )
				StopSoundOnEntity( player, rodeoPackage.worldSound )
				if ( Rodeo_IsAttached( player ) )
					Rodeo_Detach( player )

				if ( IsAlive( player ) )
				{
					int attachIndex = newRodeoTitan.LookupAttachment( rodeoPackage.attachPoint )
					vector startPos = newRodeoTitan.GetAttachmentOrigin( attachIndex )

					if ( !PlayerCanTeleportHere( player, startPos, newRodeoTitan ) )
					{
						startPos = newRodeoTitan.GetOrigin()
						if ( !PlayerCanTeleportHere( player, startPos, newRodeoTitan ) )
							startPos = player.GetOrigin()
					}

					thread PlayerJumpsOffRodeoTarget( player, newRodeoTitan, startPos )
				}

				#if MP
				player.Signal( "RodeoNukeWindowEnded" )
				if ( player in file.playersThatWantToUseRodeoGrenade )
					delete file.playersThatWantToUseRodeoGrenade[ player ]
				#endif
			}
		}
	)


	soul.EndSignal( "OnTitanDeath" )
	soul.EndSignal( "OnDestroy" )
	player.EndSignal( "OnDeath" )
	player.EndSignal( "RodeoOver" )

	string rodeoTitanType = rodeoPackage.rodeoTargetType

	#if MP
		thread OpenRodeoNukeWindow( player, rodeoTitan )
	#endif

	thread WatchForPlayerJumpingOffRodeo( player )

	// hide name of the pilot while he is rodeoing
	player.SetNameVisibleToFriendly( false )
	player.SetNameVisibleToEnemy( false )
	player.ForceStand()
	thread ManagePlayerWeaponDeployment( player, soul ) //Spin this off in its own thread since there are multiple ways for weapon to be deployed
	player.SetOneHandedWeaponUsageOn()
	player.TouchGround() // so you can double jump off
	player.SetTitanSoulBeingRodeoed( soul )

	if ( soul.GetShieldHealth() > 0.0 )   // This was not evaluating properly with 0 being an int, so make it a float which works
		GiveFriendlyRodeoPlayerProtection( rodeoTitan )

	foreach ( callbackFunc in file.onRodeoStartedCallbacks )
		callbackFunc( player, rodeoTitan )

	if ( player.GetTeam() != rodeoTitan.GetTeam() && !PlayerHasPassive( player, ePassives.PAS_STEALTH_MOVEMENT ) )
		soul.SetLastRodeoHitTime( Time() ) // Alert Titan immediately if you don't have passive

	soul.soul.batteryMovedDown = false
	if ( ShouldThrowGrenadeInHatch( player ) ) //Either player is going to apply a battery, or it's going to throw a grenade. In either case, we want the battery to move
	{
		Rodeo_MoveBatteryDown( soul )
	}

	soul.soul.batteryContainerBeingUsed = true //All rodeo points mark batteryContainer as being true, various exit points mark it as being false when they are done cleaning it up (e.g. playing the appropriate battery going up/down anims)

	if ( !sameTeam )
	{
		#if FACTION_DIALOGUE_ENABLED
			thread PlayRodeoFactionDialogueAfterDelay( player, 0.5 )
		#endif
		TitanVO_AlertTitansTargetingThisTitanOfRodeo( player, soul )
	}

	waitthread PlayerClimbsIntoRodeoPosition( player, rodeoTitan, rodeoPackage, playerWasEjecting )

	#if MP
		player.Signal( "RodeoNukeWindowEnded" )
	#endif

	// There has been a wait, verify things are still valid.

	if ( !IsValid( soul ) )
		return

	entity rodeoTitan = soul.GetTitan()

	if ( !IsAlive( rodeoTitan ) )
		return

	TryBatteryStyleRodeo( player, rodeoTitan, soul, rodeoPackage )
}

#if FACTION_DIALOGUE_ENABLED
void function PlayRodeoFactionDialogueAfterDelay( entity player, float delay = 0.5 )
{
	player.EndSignal( "OnDeath" )
	player.EndSignal( "RodeoOver" )

	wait delay
	PlayFactionDialogueToPlayer( "kc_rodeo", player )
}
#endif

void function Rodeo_MoveBatteryDown( entity soul )
{
	if ( soul.soul.batteryMovedDown )
		return

	string titanType = GetSoulTitanSubClass( soul )
	entity batteryContainer = soul.soul.batteryContainer
	batteryContainer.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_down" ) )
	soul.soul.batteryMovedDown = true
}

void function ManagePlayerWeaponDeployment( entity player, entity titanSoul )
{
	HolsterAndDisableWeapons( player )

	titanSoul.EndSignal( "OnTitanDeath" )
	titanSoul.EndSignal( "OnDestroy" )
	player.EndSignal( "OnDeath" )
	player.EndSignal( "RodeoOver" )
	player.EndSignal( "FriendlyRodeoDeployWeapon" )

	OnThreadEnd(
	function() : ( player )
		{
			DeployAndEnableWeapons( player )
		}
	)

	WaitForever()
}




vector function GetAntiRodeoThrowOffDirection( entity rodeoRider, entity titan )
{
	vector backward
	vector right

	if ( titan.IsPlayer() )
	{
		backward = titan.GetViewForward() * -1.0
		right = titan.GetViewRight()
	}
	else
	{
		backward = titan.GetForwardVector() * -1.0
		right = titan.GetRightVector()
	}

	backward.z = 0
	right.z = 0

	// map the player's controls to his angles, and add that velocity
	float xAxis = rodeoRider.GetInputAxisRight()
	float yAxis = rodeoRider.GetInputAxisForward()

	xAxis = GraphCapped( xAxis, -1.0, 1.0, -0.4, 0.4 )
	yAxis = GraphCapped( yAxis, -1.0, 1.0, 1.0, 0.75 ) //Cap it so you don't actually let the players jump forwards

	vector direction
	if ( fabs( xAxis ) < 0.2 && fabs( yAxis ) < 0.2 )
	{
		// no significant controller deflection, just push forward by 0.75 as default
		direction = backward * 0.75
	}
	else
	{
		vector forwardVec = backward * yAxis
		vector rightVec = right * xAxis
		direction = rightVec + forwardVec
	}

	direction *= 600
	direction.z = 25

	return direction
}


void function RodeoPilotPullsOutWeapon( entity rodeoPilot, entity rodeoTitan, string rodeoTitanType )
{
	PlayerRodeoViewCone( rodeoPilot, rodeoTitanType )

	Rodeo_OnFinishClimbOnAnimation( rodeoPilot ) // This is to let code know the rodeoPilot has finished climbing on the rodeo and ready to fire
	rodeoPilot.Signal( "FriendlyRodeoDeployWeapon" )
}

void function TryBatteryStyleRodeo( entity rodeoPilot, entity rodeoTitan, entity titanSoul, RodeoPackageStruct rodeoPackage )
{
	titanSoul.EndSignal( "OnTitanDeath" )

	string rodeoTitanType = rodeoPackage.rodeoTargetType
	if ( rodeoPilot.GetTeam() == rodeoTitan.GetTeam() )
	{
		if ( PilotCanApplyBattery( rodeoPilot, rodeoTitan ) )
			waitthread PlayerAppliesBatteryPack( rodeoPilot, rodeoTitan, titanSoul, rodeoPackage )

		rodeoTitan = titanSoul.GetTitan()
		Assert( IsAlive( rodeoTitan ) )

		//printt( "After applying battery" )

		//This is default R1 style rodeo, with the panel ripped and ready to be shot at
		FirstPersonSequenceStruct sequence
		sequence.attachment = "hijack"
		sequence.thirdPersonAnimIdle 	= GetAnimFromAlias( rodeoTitanType, "pt_rodeo_back_right_idle" )
		sequence.firstPersonAnimIdle 		= GetAnimFromAlias( rodeoTitanType, "ptpov_rodeo_back_right_idle" )
		sequence.useAnimatedRefAttachment  = true
		thread FirstPersonSequence( sequence, rodeoPilot, rodeoTitan )

		RodeoPilotPullsOutWeapon( rodeoPilot, rodeoTitan, rodeoTitanType )
		WaitForever()

	}

	#if MP
	if ( PlayerWantsToThrowNukeGrenade( rodeoPilot ) )
	{
		waitthread PlayerAppliesBatteryPack( rodeoPilot, rodeoTitan, titanSoul, rodeoPackage )
		return
	}
	#endif

	bool classicRodeo = MP && GetCurrentPlaylistVarInt( "classic_rodeo", 0 ) == 1
	
	if ( ShouldThrowGrenadeInHatch( rodeoPilot ) )
	{
		if ( !classicRodeo )
			waitthread PlayerThrowsGrenadeInHatch( rodeoPilot, rodeoTitan, titanSoul, rodeoPackage ) //This ends rodeo at the end of the sequence
	}
	else
	{
		waitthread PlayerRemovesBatteryPack( rodeoPilot, rodeoTitan, titanSoul, rodeoPackage ) //This ends rodeo at the end of the sequence
	}
	
	#if MP
	if ( classicRodeo )
	{	
		RodeoBatteryRemoval_ShowBattery( rodeoPilot ) // hide battery, will be shown at the end of a battery removal rodeo
	
		//This is default R1 style rodeo, with the panel ripped and ready to be shot at
		FirstPersonSequenceStruct sequence
		sequence.attachment = "hijack"
		sequence.thirdPersonAnimIdle 	= GetAnimFromAlias( rodeoTitanType, "pt_rodeo_back_right_idle" )
		sequence.firstPersonAnimIdle 		= GetAnimFromAlias( rodeoTitanType, "ptpov_rodeo_back_right_idle" )
		sequence.useAnimatedRefAttachment  = true
		thread FirstPersonSequence( sequence, rodeoPilot, rodeoTitan )

		RodeoPilotPullsOutWeapon( rodeoPilot, rodeoTitan, rodeoTitanType )
		entity weakpointHitbox = CreateClassicRodeoWeakpoint( rodeoPilot, rodeoTitan )
		
		OnThreadEnd( function() : ( weakpointHitbox )
		{
			if ( IsValid( weakpointHitbox ) )
				weakpointHitbox.Destroy()
		})
		
		while ( true ) 
		{
			// the point of no return stuff breaks jumping if you pulled a battery, so do this manually, sucks but whatever
			if ( rodeoPilot.IsInputCommandHeld( IN_JUMP ) )
				ThrowRiderOff( rodeoPilot, rodeoTitan, CalculateDirectionToThrowOffBatteryThief( rodeoPilot, rodeoTitan ) ) //This signals RodeoOver
				
			WaitFrame()
		}
	}
	#endif
}

struct RodeoRiderSequenceStruct
{
	bool wasCloaked = false
	float cloakEndTime = 0.0
	string interiorSound = ""
	string exteriorSound = ""
}

void function DisableCloakBeforeRodeoSequence( entity rodeoPilot, RodeoRiderSequenceStruct dataStruct )
{
	if ( !IsCloaked( rodeoPilot ) )
		return

	dataStruct.wasCloaked = true
	dataStruct.cloakEndTime = rodeoPilot.GetCloakEndTime()
	DisableCloak( rodeoPilot, 0.0 )

}

void function RestoreCloakAfterRodeoSequence( entity rodeoPilot, RodeoRiderSequenceStruct dataStruct )
{
	if ( !IsAlive( rodeoPilot ) )
		return

	if ( !dataStruct.wasCloaked  )
		return

	Assert( dataStruct.cloakEndTime > 0.0 )

	float remainingCloakDuration = max( 0.0, dataStruct.cloakEndTime - Time() )
	if ( remainingCloakDuration > CLOAK_FADE_IN  ) //Has to be greater than 1.0 fade in duration, otherwise will cloak forever
		EnableCloak( rodeoPilot, remainingCloakDuration, CLOAK_FADE_IN )
}

void function PlayerRemovesBatteryPack( entity rodeoPilot, entity rodeoTitan, entity titanSoul, RodeoPackageStruct rodeoPackage )
{
	string titanType = GetSoulTitanSubClass( titanSoul )

	RodeoRiderSequenceStruct dataStruct
	dataStruct.interiorSound = GetAudioFromAlias( titanType, "rodeo_battery_steal_1p" )
	dataStruct.exteriorSound = GetAudioFromAlias( titanType, "rodeo_battery_steal_3p" )
	DisableCloakBeforeRodeoSequence( rodeoPilot, dataStruct )

	entity tempBattery3p
	tempBattery3p = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
	tempBattery3p.SetParent( rodeoPilot, "R_HAND", false, 0.0 )
	tempBattery3p.RemoveFromSpatialPartition()
	tempBattery3p.Hide()

	entity pilotFirstPersonProxy = rodeoPilot.GetFirstPersonProxy()
	entity tempBattery1p = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
	tempBattery1p.SetParent( pilotFirstPersonProxy, "R_HAND", false, 0.0 )
	tempBattery1p.RemoveFromSpatialPartition()
	tempBattery1p.Hide()

	rodeoPilot.p.rodeoAnimTempProps.append( tempBattery1p )
	rodeoPilot.p.rodeoAnimTempProps.append( tempBattery3p )

	AddAnimEvent( rodeoPilot, "rodeo_battery_show", RodeoBatteryRemoval_ShowBattery ) //Consider adding this in add player
	AddAnimEvent( rodeoPilot, "rodeo_battery_rip", RodeoBatteryRemoval )
	AddAnimEvent( rodeoPilot, "rodeo_battery_stealth_movement_warning", RodeoBatteryStealthMovementWarning )
	thread MonitorRodeoPastPointOfNoReturn( rodeoPilot, titanSoul )

	OnThreadEnd(
		function() : ( rodeoPilot, titanSoul, titanType, dataStruct )
		{
			if ( IsValid( titanSoul ) )
			{
				entity rodeoPanel = titanSoul.soul.batteryContainer
				if ( IsValid( rodeoPanel ) )
				{
					titanSoul.soul.batteryContainerBeingUsed = false

					if ( titanSoul.soul.batteryContainerPastPointOfNoReturn )
					{
						rodeoPanel.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up" ) )

					}
					else
					{
						rodeoPanel.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up_idle" ) )
						rodeoPanel.Anim_DisableSequenceTransition() //Snap into place instead of blending
					}

					titanSoul.soul.batteryContainerPastPointOfNoReturn = false
				}
			}


			if ( !IsValid( rodeoPilot ) )
				return

			if (  HasAnimEvent( rodeoPilot, "rodeo_battery_rip" )  )
				DeleteAnimEvent( rodeoPilot, "rodeo_battery_rip" )

			if (  HasAnimEvent( rodeoPilot, "rodeo_battery_show" )  )
				DeleteAnimEvent( rodeoPilot, "rodeo_battery_show" )

			if ( HasAnimEvent( rodeoPilot, "rodeo_battery_stealth_movement_warning" ) )
				DeleteAnimEvent( rodeoPilot, "rodeo_battery_stealth_movement_warning" )

			ClearRodeoAnimTempProps( rodeoPilot )

			StopSoundOnEntity( rodeoPilot, dataStruct.interiorSound )
			StopSoundOnEntity( rodeoPilot, dataStruct.exteriorSound )

			RestoreCloakAfterRodeoSequence( rodeoPilot, dataStruct )
		}
	)

	FirstPersonSequenceStruct sequence
	sequence.attachment = "hijack"
	string batteryRipAnim = GetAnimFromAlias( titanType, "pt_rodeo_back_right_hijack_battery"  ) // default, old style
	//printt( "Battery Rip Anim: " + batteryRipAnim )
	sequence.thirdPersonAnim = batteryRipAnim
	sequence.firstPersonAnim = GetAnimFromAlias( titanType, "ptpov_rodeo_back_right_hijack_battery" )

	if ( GetBugReproNum() == 112023 )
		rodeoTitan.SnapEyeAngles( < 89, 100.02, 0 > )

	EmitDifferentSoundsOnEntityForPlayerAndWorld( dataStruct.interiorSound, dataStruct.exteriorSound, rodeoPilot, rodeoTitan ) //Play sound on rodeoPilot instead of panel
	FirstPersonSequence( sequence, rodeoPilot, rodeoTitan )
}

void function MonitorRodeoPastPointOfNoReturn( entity rodeoPilot, entity titanSoul )
{
	titanSoul.Signal( "MonitorRodeoPastPointOfNoReturn" )
	titanSoul.EndSignal( "MonitorRodeoPastPointOfNoReturn" )
	rodeoPilot.EndSignal( "RodeoOver" )

	titanSoul.soul.batteryContainerPastPointOfNoReturn = false

	rodeoPilot.WaitSignal( "RodeoPointOfNoReturn" )
	titanSoul.soul.batteryContainerPastPointOfNoReturn = true
}

void function PlayerThrowsGrenadeInHatch( entity rodeoPilot, entity rodeoTitan, entity titanSoul, RodeoPackageStruct rodeoPackage )
{
	AddAnimEvent( rodeoPilot, "rodeo_battery_grenade_damage", RodeoBatteryRemoval )
	AddAnimEvent( rodeoPilot, "rodeo_battery_grenade_show", RodeoBatteryGrenadeShow )
	AddAnimEvent( rodeoPilot, "rodeo_battery_stealth_movement_warning", RodeoBatteryStealthMovementWarning )

	entity grenade3p = CreatePropDynamic( GRENADE_MODEL )
	grenade3p.SetParent( rodeoPilot, "PROPGUN", false, 0.0 )
	grenade3p.RemoveFromSpatialPartition()
	grenade3p.Hide()

	entity grenade1p = CreatePropDynamic( GRENADE_MODEL )
	grenade1p.SetParent( rodeoPilot.GetFirstPersonProxy(), "PROPGUN", false, 0.0 )
	grenade1p.RemoveFromSpatialPartition()
	grenade1p.Hide()

	rodeoPilot.p.rodeoAnimTempProps.append( grenade3p )
	rodeoPilot.p.rodeoAnimTempProps.append( grenade1p )

	string titanType = GetSoulTitanSubClass( titanSoul )
	RodeoRiderSequenceStruct dataStruct
	dataStruct.interiorSound = GetAudioFromAlias( titanType, "rodeo_grenade_1p" )
	dataStruct.exteriorSound = GetAudioFromAlias( titanType, "rodeo_grenade_3p" )
	DisableCloakBeforeRodeoSequence( rodeoPilot, dataStruct )

	OnThreadEnd(
		function() : ( rodeoPilot, titanSoul, titanType, dataStruct )
		{
			if ( IsValid( titanSoul ) )
			{
				titanSoul.soul.batteryContainerBeingUsed = false
				titanSoul.soul.batteryContainer.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up" ) )
			}

			if ( !IsValid( rodeoPilot ) )
				return

			if (  HasAnimEvent( rodeoPilot, "rodeo_battery_grenade_damage" )  )
				DeleteAnimEvent( rodeoPilot, "rodeo_battery_grenade_damage" )

			if (  HasAnimEvent( rodeoPilot, "rodeo_battery_grenade_show" )  )
				DeleteAnimEvent( rodeoPilot, "rodeo_battery_grenade_show" )

			if ( HasAnimEvent( rodeoPilot, "rodeo_battery_stealth_movement_warning" ) )
				DeleteAnimEvent( rodeoPilot, "rodeo_battery_stealth_movement_warning" )

			ClearRodeoAnimTempProps( rodeoPilot )

			StopSoundOnEntity( rodeoPilot, dataStruct.interiorSound )
			StopSoundOnEntity( rodeoPilot, dataStruct.exteriorSound )

			RestoreCloakAfterRodeoSequence( rodeoPilot, dataStruct )
		}
	)

	FirstPersonSequenceStruct sequence
	sequence.attachment = "hijack"
	//string batteryRipAnim = GetAnimFromAlias( titanSubClass, "pt_rodeo_back_right_hijack_battery"  ) // Do this once the animations aren't named the same/enabled for different titans
	//printt( "Battery Rip Anim: " + batteryRipAnim )
	sequence.thirdPersonAnim = GetAnimFromAlias( titanType, "pt_rodeo_grenade" )
	sequence.firstPersonAnim = GetAnimFromAlias( titanType, "ptpov_rodeo_grenade" )

	EmitDifferentSoundsOnEntityForPlayerAndWorld( dataStruct.interiorSound, dataStruct.exteriorSound, rodeoPilot, rodeoTitan ) //Play sound on rodeoPilot instead of panel

	waitthread FirstPersonSequence( sequence, rodeoPilot, rodeoTitan )
}

void function PlayerAppliesBatteryPack_DelayedClearSyncedEntity( entity rodeoPilot, entity titanSoul )
{
	if ( !IsValid( rodeoPilot ) )
	{
		return
	}

	if ( !IsValid( titanSoul ) )
	{
		return
	}

	if ( titanSoul.soul.batteryContainerBeingUsed )
	{
		return
	}

	rodeoPilot.SetSyncedEntity( null )
}

void function PlayerAppliesBatteryPack( entity rodeoPilot, entity rodeoTitan, entity titanSoul, RodeoPackageStruct rodeoPackage )
{

	entity battery

	#if MP
	bool nukeVersion = false
	if ( PlayerWantsToThrowNukeGrenade( rodeoPilot ) )
	{
		nukeVersion = true
		// battery = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
	}
	else
	{

		battery = GetBatteryOnBack( rodeoPilot )
		battery.Hide() //Hide it because the animation has a battery model already
	}
	#else
	battery = GetBatteryOnBack( rodeoPilot )
	battery.Hide() //Hide it because the animation has a battery model already
	#endif

	entity rodeoPanel = titanSoul.soul.batteryContainer

	entity tempBattery3p
	tempBattery3p = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
	tempBattery3p.SetParent( rodeoPilot, "R_HAND", false, 0.0 )
	tempBattery3p.RemoveFromSpatialPartition()

	entity tempBattery1p
	tempBattery1p = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
	tempBattery1p.SetParent( rodeoPilot.GetFirstPersonProxy(), "R_HAND", false, 0.0 )
	tempBattery1p.RemoveFromSpatialPartition()

	#if MP
		if ( nukeVersion )
			tempBattery1p.SetSkin( 1 )
	#endif
	if ( IsAmpedBattery( battery ) )
	{
		tempBattery1p.SetSkin( 2 )
		tempBattery3p.SetSkin( 2 )
	}

	rodeoPilot.p.rodeoAnimTempProps.append( tempBattery3p )
	rodeoPilot.p.rodeoAnimTempProps.append( tempBattery1p )

	string soundAlias = "rodeo_battery_return"
	string animAlias = "rodeo_back_right_apply_battery"

	#if MP
	if ( nukeVersion )
	{
		soundAlias = "nuke_rodeo_battery_return"
		animAlias = "nuke_rodeo_back_right_apply_battery"
	}
	#endif

	string titanType = GetSoulTitanSubClass( titanSoul )
	RodeoRiderSequenceStruct dataStruct
	dataStruct.interiorSound = GetAudioFromAlias( titanType, soundAlias + "_1p" )
	dataStruct.exteriorSound = GetAudioFromAlias( titanType, soundAlias + "_3p" )
	DisableCloakBeforeRodeoSequence( rodeoPilot, dataStruct )

	OnThreadEnd(
	function() : ( battery, titanSoul, titanType, rodeoPilot, dataStruct )
		{
			if ( IsValid( battery ) )
				battery.Show()

			entity batteryContainer = titanSoul.soul.batteryContainer
			if ( IsValid( batteryContainer ) )
			{
				if ( IsValid( battery ) )
				{
					batteryContainer.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up" ) )
				}
				else
				{
					batteryContainer.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up_idle" ) )
					batteryContainer.Anim_DisableSequenceTransition()

				}

				if ( IsValid( rodeoPilot ) && IsValid( titanSoul ) )
				{
					delaythread( 0.1 ) PlayerAppliesBatteryPack_DelayedClearSyncedEntity( rodeoPilot, titanSoul )
				}

				titanSoul.soul.batteryContainerBeingUsed = false
			}


			if ( !IsValid( rodeoPilot ) )
				return

			ClearRodeoAnimTempProps( rodeoPilot )

			StopSoundOnEntity( rodeoPilot, dataStruct.interiorSound )
			StopSoundOnEntity( rodeoPilot, dataStruct.exteriorSound )

			RestoreCloakAfterRodeoSequence( rodeoPilot, dataStruct )
		}
	)

	FirstPersonSequenceStruct sequence
	sequence.attachment = "hijack"
	string batteryApplicationAnim = GetAnimFromAlias( titanType, "pt_" + animAlias )  // default, old style
	//printt( "Battery Application Anim: " + batteryApplicationAnim )
	sequence.thirdPersonAnim 		= batteryApplicationAnim
	sequence.firstPersonAnim 		= GetAnimFromAlias( titanType, "ptpov_" + animAlias )

	EmitDifferentSoundsOnEntityForPlayerAndWorld( dataStruct.interiorSound, dataStruct.exteriorSound, rodeoPilot, rodeoTitan ) //Play sound on rodeoPilot instead of panel

	entity batteryContainer = titanSoul.soul.batteryContainer
	if ( batteryContainer )
	{
		rodeoPilot.SetSyncedEntity( batteryContainer )
	}

	waitthread FirstPersonSequence( sequence, rodeoPilot, rodeoTitan )

	//Time passed, need to update titan reference
	rodeoTitan = titanSoul.GetTitan()
	Assert( IsAlive( rodeoTitan ) )


	#if MP
		if ( nukeVersion )
			thread RodeoForceNuke( rodeoPilot )
		else
			Rodeo_PilotAddsBatteryToFriendlyTitan( rodeoPilot, rodeoTitan )
	#else
		Rodeo_PilotAddsBatteryToFriendlyTitan( rodeoPilot, rodeoTitan )
	#endif

}

void function ClearRodeoAnimTempProps( entity player )
{
	foreach( tempProp in player.p.rodeoAnimTempProps )
	{
		if ( IsValid( tempProp ) )
			tempProp.Destroy()
		}

	player.p.rodeoAnimTempProps.clear()
}

void function RodeoBatteryPackRemovalDamage( entity attacker, entity victim, entity victimTitanSoul )
{
	victimTitanSoul.e.lastRodeoAttacker = attacker

	int damageAmount = GetSegmentHealthForTitan( victim )

	if ( PlayerHasBattery( attacker ) ) //i.e. you are throwing a grenade
		damageAmount /= 2

	SetSoulBatteryCount( victimTitanSoul, GetSoulBatteryCount( victimTitanSoul ) - 1 )

	int damageScriptType = damageTypes.rodeoBatteryRemoval

	if ( GetDoomedState( victim ) )
	{
		damageAmount = victim.GetHealth() + 1
	}
	else if ( IsHardcoreGameMode() )
	{
		damageAmount = victim.GetHealth()
	}

	table damageTable =
	{
		scriptType = damageScriptType
		forceKill = false
		damageSourceId = eDamageSourceId.rodeo_battery_removal
		origin = victim.GetOrigin()
		hitbox = 2
	}

	victim.TakeDamage( damageAmount, attacker, attacker, damageTable )
	if ( victim.IsNPC() )
		victim.SetEnemyLKP( attacker, attacker.GetOrigin() )

	entity batteryContainer = victimTitanSoul.soul.batteryContainer
	int hatchAttachmentIndex = batteryContainer.LookupAttachment( "REF" )

	TitanLoseSegementFX( victim, attacker, victim.GetAttachmentOrigin( hatchAttachmentIndex ) )

	if ( IsSingleplayer() && attacker.IsPlayer() )
	{
		UnlockAchievement( attacker, achievements.RODEO )
	}
}

void function Rodeo_DropAllBatteriesOnDeath( entity player, entity attacker, var damageInfo )
{
	Rodeo_DropAllBatteries( player )
}

void function Rodeo_ApplyAllBatteriesOnEmbark( entity player, entity titan )
{
	thread Rodeo_ApplyAllBatteriesOnEmbark_Thread( player, titan )
}

void function Rodeo_ApplyAllBatteriesOnEmbark_Thread( entity player, entity titan )
{
	player.EndSignal( "OnDeath" )

	if ( !PlayerHasBattery( player ) )
		return

	entity soul = player.GetTitanSoul()
	soul.EndSignal( "OnDestroy" )
	soul.EndSignal( "OnTitanDeath" )

	table<string,bool> e
	e[ "hadAmped" ] <- false

	while ( GetPlayerBatteryCount( player ) > 0 )
	{
		thread Rodeo_ApplyBatteryDelayed( player, e )
	}

	wait 0.4

	MessagePlayerGivingBatteryToTitan( player, player, eEventNotifications.Rodeo_YouEmbarkedWithABattery, -1, e[ "hadAmped" ] )
}

void function Rodeo_ApplyBatteryDelayed( entity player, table<string,bool> e )
{
	entity battery = Rodeo_TakeBatteryAwayFromPilot( player )
	e[ "hadAmped" ] = e[ "hadAmped" ] || IsAmpedBattery( battery )
	int skin = battery.GetSkin()
	battery.Destroy()

	entity dummyBattery = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
	dummyBattery.SetSkin( skin )
	dummyBattery.Hide()

	entity soul = player.GetTitanSoul()

	OnThreadEnd(
		function() : ( dummyBattery ) {
			if ( IsValid( dummyBattery ) )
				dummyBattery.Destroy()
		}
	)

	if ( !IsValid( soul ) )
		return

	dummyBattery.EndSignal( "OnDestroy" )
	soul.EndSignal( "OnDestroy" )
	soul.EndSignal( "OnTitanDeath" )

	wait 0.4 // delay so that it applies the battery when the player is inside the titan, so he can see the health bar change

	if ( IsValid( soul.GetTitan() ) )
		Rodeo_ApplyBatteryToTitan( dummyBattery, soul.GetTitan() )
}

void function Rodeo_GiveExecutingTitanABattery( entity attacker )
{
	Rodeo_ApplyBatteryToTitan( null, attacker )
	MessagePlayerGivingBatteryToTitan( attacker, attacker, eEventNotifications.Rodeo_TitanPickedUpBattery, -1, false )
}

void function Rodeo_GiveBatteryToPlayer( entity player )
{
	if ( PlayerHasMaxBatteryCount( player ) )
		return

	entity battery = Rodeo_CreateBatteryPack()
	Rodeo_OnTouchBatteryPack_Internal( player,  battery ) //Just setting the origin to the player's origin also works, but it will parent weirdly to a pilot's back. probably because we end up doing 2 SetOrigins in the same frame
}

void function Burnmeter_AmpedBattery( entity player )
{
	#if MP
	Burnmeter_EmergencyBattery( player )
	entity battery = GetBatteryOnBack( player )

	if ( battery == null ) // not ideal but at least the game won't crash
		return

	battery.SetSkin( 2 ) // yellow - CHANGE SKIN TO ORANGE someday
	Battery_StartFX( battery )
	#endif
}

void function Burnmeter_EmergencyBattery( entity player )
{
	entity battery = Rodeo_CreateBatteryPack()
	if ( !PlayerHasMaxBatteryCount( player ) )
	{
		Rodeo_OnTouchBatteryPack_Internal( player,  battery ) //Just setting the origin to the player's origin also works, but it will parent weirdly to a pilot's back. probably because we end up doing 2 SetOrigins in the same frame
		return
	}
	else
	{
		//Based off ThrowBattery
		vector ornull thrownSpot = CalculateSpotForThrownBattery( player, battery )

		if ( thrownSpot == null )
			thrownSpot = player.GetOrigin()

		expect vector( thrownSpot )

		vector viewVector = player.GetViewVector()

		//printt( "viewVector: " + viewVector )
		//battery.SetPhysics( MOVETYPE_FLYGRAVITY )

		battery.SetParent( player ) //HACK: Clear Ground Entity of battery. Not really sure why this is needed
		battery.ClearParent()

		battery.SetAngles( < 0, 0, 0 > )
		battery.SetOrigin( thrownSpot )

		vector playerVel = player.GetVelocity()
		vector verticalAdjustment = < 0, 0, 0 >
		if ( playerVel.z == 0 )
			verticalAdjustment = < 0, 0, 100 >

		vector batteryVel = playerVel + viewVector * 50 + verticalAdjustment
		battery.SetVelocity( batteryVel )

	}

}

entity function Rodeo_CreateBatteryPack( entity titanStolenFrom = null )
{
	entity batteryPack = CreateEntity( "item_titan_battery" )
	batteryPack.SetValueForModelKey( RODEO_BATTERY_MODEL )
	batteryPack.kv.fadedist = 10000
	DispatchSpawn( batteryPack )
	batteryPack.SetModel( RODEO_BATTERY_MODEL )
	batteryPack.s.touchEnabledTime <- 0
	batteryPack.s.batteryCarriedStatusEffect <- 0

	batteryPack.Minimap_SetAlignUpright( true )
	batteryPack.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
	batteryPack.Minimap_SetClampToEdge( false )
	batteryPack.Minimap_AlwaysShow( TEAM_MILITIA, null )
	batteryPack.Minimap_AlwaysShow( TEAM_IMC, null )

	Battery_StartFX( batteryPack )

	if ( HAS_BATTERY_THIEF_ICON && titanStolenFrom != null )
	{
		Assert( titanStolenFrom.IsTitan() )
		if ( titanStolenFrom.IsPlayer() )
		{
			batteryPack.SetBossPlayer( titanStolenFrom )
		}
		else
		{
			entity titanOwner = titanStolenFrom.GetBossPlayer()
			if ( IsValid( titanOwner ) )
				batteryPack.SetBossPlayer( titanOwner )
		}

		thread ClearBatteryBossPlayerAfterDelay( batteryPack, titanStolenFrom, RODEO_BATTERY_THIEF_ICON_DURATION )
	}

	batteryPack.Highlight_SetInheritHighlight( true )

	if ( IsSingleplayer() )
	{
		thread AttachTriggerToBattery( batteryPack )
	}

	//thread MonitorBatteryVelocity( batteryPack )
	return batteryPack
}

void function Battery_StartFX( entity battery )
{
	Battery_StopFX( battery ) //Clear existing fx first. Not quite ideal but easier to do this than have bug potential for FX to stack on top of each other.
	int attachID = battery.LookupAttachment( "fx_center" )

	asset fx = BATTERY_FX_FRIENDLY
	if ( IsAmpedBattery( battery ) )
		fx = BATTERY_FX_AMPED

	battery.e.fxArray.append( StartParticleEffectOnEntity_ReturnEntity( battery, GetParticleSystemIndex( fx ), FX_PATTACH_POINT_FOLLOW, attachID ) )
}

void function Battery_StopFX( entity battery )
{
	foreach( fx in battery.e.fxArray )
	{
		EffectStop( fx )
	}

	battery.e.fxArray.clear()
}

void function Battery_StopFXAndHideIconForPlayer( entity player )
{
	if ( !PlayerHasBattery( player ) )
		return

	entity battery = GetBatteryOnBack( player )

	Battery_StopFX( battery )
	battery.ClearBossPlayer() //Boss player controls visibility of icon
}

void function AttachTriggerToBattery( entity batteryPack )
{
	entity trigger = CreateEntity( "trigger_cylinder" )
	trigger.SetRadius( 100 )
	trigger.SetAboveHeight( 100 )
	trigger.SetBelowHeight( 100 ) //i.e. make the trigger a sphere as opposed to a cylinder
	trigger.SetOrigin( batteryPack.GetOrigin() )
	trigger.SetParent( batteryPack )
	trigger.kv.triggerFilterNpc = "none" // none
	trigger.kv.triggerFilterPlayer = "titan" // titan players only
	DispatchSpawn( trigger )
	trigger.SetEnterCallback( BatteryTrigger_ApplyBattery )
}

void function BatteryTrigger_ApplyBattery( entity trigger, entity player )
{
	if ( player.IsTitan() )
	{
		entity batteryPack = trigger.GetParent()

		if ( batteryPack != null )
		{
			Rodeo_OnTouchBatteryPack( player, batteryPack )
		}
	}
}

void function Rodeo_PilotPicksUpBattery_Silent( entity pilot, entity battery )
{
	Assert( battery.GetParent() == null )

	if ( PlayerHasBattery( pilot ) )
	{
		battery.Destroy()
		battery = GetBatteryOnBack( pilot )
	}

	SetPlayerBatteryCount( pilot, GetPlayerBatteryCount( pilot ) + 1 )
	if ( GetPlayerBatteryCount( pilot ) == 1 )
	{
		battery.SetParent( pilot, "BATTERY_ATTACH" )
		battery.MarkAsNonMovingAttachment()
		battery.RemoveFromSpatialPartition()
		SetBatteryOnBack( pilot, battery )
	}

	if ( GAMETYPE == FREE_AGENCY && PlayerHasMaxBatteryCount( pilot ) && PlayerEarnMeter_GetOwnedFrac( pilot ) < 1.0 )
	{
		Rodeo_RemoveAllBatteriesOffPlayer( pilot )
		return
	}

	if ( battery.s.batteryCarriedStatusEffect == 0 )
		battery.s.batteryCarriedStatusEffect = StatusEffect_AddEndless( battery, eStatusEffect.battery_carried, 1.0 )
	battery.Minimap_Hide( TEAM_MILITIA, null )
	battery.Minimap_Hide( TEAM_IMC, null )
}

void function Rodeo_PilotPicksUpBattery( entity pilot, entity battery )
{
	Rodeo_PilotPicksUpBattery_Silent( pilot, battery )
	EmitSoundOnEntityOnlyToPlayer( pilot, pilot, PILOT_PICKS_UP_BATTERY_SOUND )
	//AddPlayerHeldButtonEventCallback( player, IN_USE, Rodeo_PilotThrowsBattery, RODEO_THROW_BATTERY_BUTTON_HOLD_TIME )
}

entity function Rodeo_TakeBatteryAwayFromPilot( entity pilot )
{
	//RemovePlayerHeldButtonEventCallback( player, IN_USE, Rodeo_PilotThrowsBattery, RODEO_THROW_BATTERY_BUTTON_HOLD_TIME )
	SetPlayerBatteryCount( pilot, GetPlayerBatteryCount( pilot ) - 1 )

	if ( GetPlayerBatteryCount( pilot ) == 0 )
	{
		entity battery = GetBatteryOnBack( pilot )
		Assert( IsValid( battery ) )
		Assert( battery.GetParent() == pilot )

		SetBatteryOnBack( pilot, null ) //Defensive fix for 209362. Set it to null before doing any other actions on it which might cause execution to jump somewhere else. I think doing PutEntityInSafeSpot() might cause this?
		battery.Minimap_AlwaysShow( TEAM_MILITIA, null )
		battery.Minimap_AlwaysShow( TEAM_IMC, null )

		battery.s.touchEnabledTime = Time() + 0.3

		Battery_StartFX( battery ) //Needed to properly restore effect when player is killed while cloaked and carrying a battery

		battery.Show()

		if ( battery.s.batteryCarriedStatusEffect > 0 )
		{
			StatusEffect_Stop( battery, battery.s.batteryCarriedStatusEffect )
			battery.s.batteryCarriedStatusEffect = 0
		}

		battery.ClearParent()
		battery.AddToSpatialPartition()
		battery.SetAngles( <0, 0, 0 > )
		battery.SetVelocity( < 0, 0, 1 > )
		PutEntityInSafeSpot( battery, pilot, null, pilot.GetOrigin(), battery.GetOrigin() ) //This might cause thread of execution to jump somewhere else, see 209362
		return battery
	}
	else
	{
		return null
	}

	unreachable
}

void function Rodeo_PilotThrowsBattery( entity pilot )
{
	if ( pilot.ContextAction_IsActive() ) //Maybe letting you throw the battery out of the dropship might be cool?
		return

	entity battery = GetBatteryOnBack( pilot )

	vector ornull thrownSpot = CalculateSpotForThrownBattery( pilot, battery )

	if ( thrownSpot == null )
	{
		EmitSoundOnEntityOnlyToPlayer( pilot, pilot, "CoOp_SentryGun_DeploymentDeniedBeep" )
		return
	}

	expect vector( thrownSpot )

	vector viewVector = pilot.GetViewVector()

	//printt( "viewVector: " + viewVector )

	entity playerBattery = Rodeo_TakeBatteryAwayFromPilot( pilot )
	Assert( playerBattery == battery )

	//battery.SetPhysics( MOVETYPE_FLYGRAVITY )

	battery.SetAngles( < 0, 0, 0 > )
	battery.SetOrigin( thrownSpot )
	vector pilotVel = pilot.GetVelocity()
	vector verticalAdjustment = < 0, 0, 0 >
	if ( pilotVel.z == 0 )
		verticalAdjustment = < 0, 0, 200 >

	vector batteryVel = pilotVel + viewVector * 300 + verticalAdjustment
	//printt( "batteryVel: " + batteryVel)
	//battery.SetVelocity( Vector( 0, 0, 0 ) )
	battery.SetVelocity( batteryVel )

	MessageToPlayer( pilot, eEventNotifications.Rodeo_YouDroppedABattery )
}

vector ornull function CalculateSpotForThrownBattery( entity pilot, entity battery )
{
	vector viewVector = pilot.GetViewVector()
	vector eyePos = pilot.EyePosition()
	vector batteryMins = battery.GetBoundingMins()
	vector batteryMaxs = battery.GetBoundingMaxs()
	vector endPos = eyePos + viewVector * 100
	TraceResults hullResult = TraceHull( eyePos, endPos, batteryMins, batteryMaxs, pilot, TRACE_MASK_SOLID | TRACE_MASK_SHOT, TRACE_COLLISION_GROUP_NONE )

	//PrintTraceResults( hullResult )

	if ( hullResult.startSolid )
		return null

	if ( hullResult.hitEnt == pilot )
		return null

	if ( hullResult.fraction == 1.0 )
		return endPos

	return hullResult.endPos
}

void function Rodeo_DropAllBatteries( entity player )
{
	if ( !PlayerHasBattery( player ) )
		return

	while ( GetPlayerBatteryCount( player ) > 1 )
	{
		entity newBattery = Rodeo_CreateBatteryPack()
		newBattery.s.touchEnabledTime = Time() + 0.3
		//look into using the players bounds for placement, instead of hardcoded numbers
		array<vector> offsets = [<0,0,0>, <30,0,0>, <0,30,0>, <0,-30,0> ]
		newBattery.SetOrigin( player.GetWorldSpaceCenter() + offsets[ GetPlayerBatteryCount( player ) ] ) //Temp fix, should change the origin
		newBattery.SetAngles( <0, 0, 0 > )
		vector baseVelocity = player.GetVelocity()
		baseVelocity.z = 0
		newBattery.SetVelocity( baseVelocity + AnglesToForward( <0, RandomInt( 360.0 ), 0 > ) * 100 + <0,0,1> )
		Rodeo_TakeBatteryAwayFromPilot( player )
	}

	entity battery = Rodeo_TakeBatteryAwayFromPilot( player )
	Assert ( IsValid( battery ) )
}

void function Rodeo_RemoveBatteryOffPlayer( entity player ) //Meant to be used in prematch etc.
{
	if ( !PlayerHasBattery( player ) )
		return

	entity battery = Rodeo_TakeBatteryAwayFromPilot( player )
	if ( IsValid( battery ) )
	{
		battery.Destroy()
	}
}

void function Rodeo_RemoveAllBatteriesOffPlayer( entity player ) //Meant to be used in prematch etc.
{
	if ( !PlayerHasBattery( player ) )
		return

	while ( GetPlayerBatteryCount( player ) > 0 )
	{
		Rodeo_RemoveBatteryOffPlayer( player )
	}
}

void function Rodeo_ApplyBatteryToTitan( entity battery, entity titan )
{
	entity soul = titan.GetTitanSoul()

	if ( !IsValid( soul ) )
		return

	int healingAmount
	if ( IsSingleplayer() )
		healingAmount = 2000
	else
		healingAmount = GetSegmentHealthForTitan( titan )

	int health = titan.GetHealth()
	int maxHealth = titan.GetMaxHealth()

	SetSoulBatteryCount( soul, GetSoulBatteryCount( soul ) + 1 )

	int healthDifference = maxHealth - health

	if ( IsSingleplayer() )
	{
		if ( soul.IsDoomed() )
			UndoomTitan( titan, 1 )
		else if ( healthDifference >= healingAmount )
			titan.SetHealth( titan.GetHealth() + healingAmount )
		else
			titan.SetHealth( titan.GetMaxHealth() )

 		if ( GetHealthFrac( titan ) >= BATTERY_PICKUP_IGNORE_FRAC )
 		{
 			titan.SetHealth( titan.GetMaxHealth() )
 		}

 		titan.GetTitanSoul().nextRegenTime = Time()
	 	if ( healthDifference < healingAmount )
		{
			titan.GetTitanSoul().SetShieldHealth( healingAmount - healthDifference + titan.GetTitanSoul().GetShieldHealth() )
		}

		if ( GetShieldHealthFrac( titan ) >= BATTERY_PICKUP_IGNORE_FRAC )
 		{
 			titan.GetTitanSoul().SetShieldHealth( titan.GetTitanSoul().GetShieldHealthMax() )
 		}

	}
	else if ( IsMultiplayer() )
	{
		if ( SoulHasPassive( soul, ePassives.PAS_VANGUARD_DOOM ) && soul.IsDoomed() )
		{
			UndoomTitan( titan, 1 )
			titan.SetHealth( 1 )
		}
		float coreFrac = GetCurrentPlaylistVarFloat( "battery_core_frac", 0.2 )
		float shieldFrac = GetCurrentPlaylistVarFloat( "battery_shield_frac", 1.0 )
		float ampedHealthSegmentFrac = GetCurrentPlaylistVarFloat( "amped_battery_health_frac", 2.0 )
		float healthSegmentFrac = GetCurrentPlaylistVarFloat( "battery_health_frac", 0.5 )

		AddCreditToTitanCoreBuilder( titan, coreFrac ) //Always give core

		int shieldHealth = soul.GetShieldHealth()
		int shieldMaxHealth = soul.GetShieldHealthMax()

		int shieldDifference = shieldMaxHealth - shieldHealth

		bool batteryIsAmped = IsAmpedBattery( battery )
		float frac = batteryIsAmped ? ampedHealthSegmentFrac : healthSegmentFrac

		int addHealth = int( healingAmount * frac )

		int totalHealth = minint( titan.GetMaxHealth(), titan.GetHealth() + addHealth )
		if ( soul.IsDoomed() && batteryIsAmped )
		{
			UndoomTitan( titan, 1 )
			soul.SetShieldHealth( soul.GetShieldHealthMax() )
		}
		else
		{
			titan.SetHealth( totalHealth )
			soul.SetShieldHealth( soul.GetShieldHealthMax() )
		}
	}

	if ( battery != null )
	{
		Assert( battery.GetParent() == null )
		battery.Destroy()
	}
}

bool function Rodeo_OnTouchBatteryPack( entity player, entity batteryPack )
{
	Rodeo_OnTouchBatteryPack_Internal( player, batteryPack )

	//Basically always return false since we don't want the battery pack to go away when being touched. ApplyBatteryToTitan() etc will deal with lifetime of battery
	return false
}

void function Rodeo_OnTouchBatteryPack_Internal( entity player, entity batteryPack )
{
	float currentTime = Time()

	if ( currentTime < batteryPack.s.touchEnabledTime )
		return

	if ( !IsAlive( player ) )
		return

	if ( player.IsPhaseShifted() )
		return

	if ( IsValid( batteryPack.GetParent() ) )
		return

	if ( PlayerHasMaxBatteryCount( player ) )
	{
		if ( IsSingleplayer() )
		{
			MessageToPlayer( player, eEventNotifications.BATT_Full, batteryPack )
		}
		return
	}

	if ( player.IsTitan() )
	{
		//Try Titans not being able to pick up battery
		if ( GetCurrentPlaylistVarInt( "rodeo_battery_disembark_to_pickup", 1 ) == 1 )
		{
			if ( currentTime - player.p.batteryLastTouchedNotificationTime > 5.0 )
			{
				MessageToPlayer( player, eEventNotifications.Rodeo_DisembarkToPickUpBattery )
				player.p.batteryLastTouchedNotificationTime  = currentTime

			}
		}
		else
		{
			if ( IsSingleplayer() )
			{
				if ( player.GetHealth() >= player.GetMaxHealth() * BATTERY_PICKUP_IGNORE_FRAC && player.GetTitanSoul().GetShieldHealth() >= player.GetTitanSoul().GetShieldHealthMax() * BATTERY_PICKUP_IGNORE_FRAC )
				{
					MessageToPlayer( player, eEventNotifications.BATT_HealthFull, batteryPack )
					return
				}
			}
			bool amped = IsAmpedBattery( batteryPack )

			Rodeo_ApplyBatteryToTitan( batteryPack, player )
			MessagePlayerGivingBatteryToTitan( player, player, eEventNotifications.Rodeo_TitanPickedUpBattery, -1, amped )
		}
		return
	}
	else
	{
		if ( IsCloaked( player ) )
			Battery_StopFX( batteryPack ) //Will be turned on again when player loses cloak

		Rodeo_PilotPicksUpBattery( player, batteryPack )
		AddPlayerScore( player, "PilotBatteryPickup" )
//		MessageToPlayer( player, eEventNotifications.Rodeo_PilotPickedUpBattery )
		return
	}
}

void function Rodeo_PilotAddsBatteryToFriendlyTitan( entity rider, entity titan )
{
	if ( !titan.IsTitan() )
		return

	if ( titan.GetTeam() != rider.GetTeam() )
		return

	if ( !PlayerHasBattery( rider ) )
		return

	entity battery = Rodeo_TakeBatteryAwayFromPilot( rider )
	bool amped = IsAmpedBattery( battery )

	if ( file.applyBatteryCallback != null )
		file.applyBatteryCallback( rider, titan, battery )

	Rodeo_ApplyBatteryToTitan( battery, titan ) //This destroys the battery

	AddPlayerScore( rider, "PilotBatteryApplied" )

	EmitSoundOnEntityOnlyToPlayer( rider, rider, PILOT_APPLIES_BATTERY_TO_TITAN_HEALTH_RESTORED_SOUND )

	if ( titan.IsPlayer() )
		MessagePlayerGivingBatteryToTitan( titan, rider, eEventNotifications.Rodeo_PilotAppliedBatteryToYou, eEventNotifications.Rodeo_YouAppliedBatteryToTitan, amped )
	else
		MessagePlayerGivingBatteryToTitan( titan, rider, eEventNotifications.Rodeo_PilotAppliedBatteryToYourPetTitan, eEventNotifications.Rodeo_YouAppliedBatteryToPetTitan, amped )
}

void function MessagePlayerGivingBatteryToTitan( entity receivingTitan, entity givingPlayer, int enumForRecevingHealth, int enumForGivingHealth, bool wasAmped )
{
	entity receivingPlayer = receivingTitan

	if ( !receivingTitan.IsPlayer() )
		receivingPlayer = receivingTitan.GetBossPlayer()

	if ( !IsValid( receivingPlayer ) )
		return

	MessageToPlayer( receivingPlayer, enumForRecevingHealth, givingPlayer, wasAmped )
	if ( givingPlayer != receivingPlayer )
		MessageToPlayer( givingPlayer, enumForGivingHealth, receivingTitan, wasAmped )
}

bool function IsTitanAtFullHealth( entity receivingTitan )
{
	if ( !receivingTitan.IsTitan() )
		return false

	return ( receivingTitan.GetHealth() == receivingTitan.GetMaxHealth() )
}

function DebugRodeoTimes()
{
	array<string> settings = [ "atlas", "ogre", "stryder" ]

	array< asset > models = [ $"models/Humans/imc_pilot/male_cq/imc_pilot_male_cq.mdl", $"models/humans/pilot/female_cq/pilot_female_cq.mdl" ]
	table times = {}

	array<string> rodeoAnims = [
			"pt_rodeo_move_back_entrance",
			"pt_rodeo_move_right_entrance",
			"pt_rodeo_move_front_entrance",
			"pt_rodeo_move_front_lower_entrance",
			"pt_rodeo_move_back_mid_entrance",
			"pt_rodeo_move_back_lower_entrance",
			"pt_rodeo_move_left_entrance"
			]

	foreach ( model in models )
	{
		times[ model ] <- []
		entity prop = CreatePropDynamic( model, Vector(0,0,0), Vector(0,0,0) )
		printt( "Human model: " + model )

		foreach ( setting in settings )
		{
			foreach ( alias in rodeoAnims )
			{
				string animation = GetAnimFromAlias( setting, alias )
		        float time = prop.GetSequenceDuration( animation )
				times[ model ].append( { time = time, animation = animation } )
		    }
		}

		prop.Kill_Deprecated_UseDestroyInstead()
	}

	printt( "Time comparison: " )
	bool wrong = false
	for ( int i = 0; i < times[ models[0] ].len(); i++ )
	{
		if ( times[models[0]][i].time == times[models[1]][i].time )
		{
			printt( "   MATCH: " + ( i + 1 ) + " times: 	" + times[models[0]][i].time + "	 	" + times[models[1]][i].time + " 	" + times[models[1]][i].animation )
		}
		else
		{
			printt( "MISMATCH: " + ( i + 1 ) + " times: 	" + times[models[0]][i].time + "		 " + times[models[1]][i].time + " 	" + times[models[1]][i].animation )
		}
		if ( ( i + 1 ) % rodeoAnims.len() == 0 )
			printt( " " )
	}
	Assert( !wrong, "Times did not match between male and female, see above" )
}

void function SetBatteryOnBack( entity player, entity battery )
{
	player.SetPlayerNetEnt( "batteryOnBack", battery )
}

bool function ClientCommand_RequestRodeoBattery( entity player, array<string> args )
{
	//PrintFunc()
	if ( !ShouldLetPlayerRequestBattery( player ) )
		return true

	player.SetPlayerNetTime( "requestRodeoBatteryLastUsedTime", Time() )

	foreach( friendlyPlayer in GetPlayerArrayOfTeam( player.GetTeam() ) )
	{
		if ( friendlyPlayer == player )
			continue

		if ( friendlyPlayer.IsTitan() )
			continue

		//Could check to see if players actually have a battery here, but that stops players from being told that they should pick up a battery for someone in need
		MessageToPlayer( friendlyPlayer, eEventNotifications.Rodeo_RequestBattery, player )
	}

	return true
}

bool function ClientCommand_OfferRodeoBattery( entity player, array<string> args )
{
	//PrintFunc()
	if ( args.len() != 1 )
		return true

	int friendlyTitanEntIndex = args[ 0 ].tointeger()

	if ( friendlyTitanEntIndex < 1 ) //Data sanitation. GetEntByIndex() will assert if passed a negative number. 0 is always world spawn, so the first valid argument is 1
		return true

	entity friendlyTitan = GetEntByIndex( friendlyTitanEntIndex )

	if ( !ShouldShowOfferRodeoBatteryHint( player, friendlyTitan ) )
		return true

	entity battery = GetBatteryOnBack( player )

	MessageToPlayer( friendlyTitan, eEventNotifications.Rodeo_FriendlyPickedUpBattery, player, battery.GetEncodedEHandle() )

	player.SetPlayerNetTime( "offerRodeoBatteryLastUsedTime", Time() )

	return true

}

void function PlayerRodeoViewCone( entity player, string rodeoTargetType )
{
	player.PlayerCone_FromAnim()
	player.GetFirstPersonProxy().HideFirstPersonProxy()
	OpenViewCone( player )
	player.PlayerCone_Disable()
	player.EnableWorldSpacePlayerEyeAngles()
}


void function OpenViewCone( entity player )
{
	player.PlayerCone_FromAnim()
	player.PlayerCone_SetMinYaw( -179 )
	player.PlayerCone_SetMaxYaw( 181 )
	player.PlayerCone_SetMinPitch( -60 )
	player.PlayerCone_SetMaxPitch( 60 )
}

bool function PilotCanApplyBattery( entity rodeoPilot, entity rodeoTitan )
{
	if ( !IsAlive( rodeoTitan ) )
		return false

	if ( rodeoTitan.GetTeam() != rodeoPilot.GetTeam() )
		return false

	if ( !PlayerHasBattery( rodeoPilot ) )
		return false

	entity titanSoul = rodeoTitan.GetTitanSoul()
	Assert( IsValid( titanSoul ) )

	string titanType = GetSoulTitanSubClass( titanSoul )

	return true
}

void function ClearBatteryBossPlayerAfterDelay( entity battery, entity titan, float delay )
{
	entity soul = titan.GetTitanSoul()

	if ( !IsValid( soul ) )
		return

	soul.EndSignal( "OnTitanDeath" ) //End signal on soul to properly handle pilot getting in/out of titan
	battery.EndSignal( "OnDestroy" )

	OnThreadEnd(
		function() : ( battery  )
		{
			if ( IsValid( battery ) )
				battery.ClearBossPlayer()
		}
	)

	wait delay
}

const float BATTERY_USES_ATTACKER_ORIGIN_THRESHOLD = 500 * 500 //500 seems like a lot, but the Titan melee execution sequences can go pretty far

void function TitanDropsBatteryOnDeath( entity titan, var damageInfo ) //Todo: Might want to do something special for titan melee execution, so the attacker automatically gets a battery
{
	if ( !titan.IsTitan() )
		return

	entity battery = Rodeo_CreateBatteryPack()
	vector titanOrigin = titan.GetOrigin()
	battery.SetOrigin( titanOrigin )
	entity attacker = DamageInfo_GetAttacker( damageInfo )
	vector safeOrigin = titanOrigin
	vector attackerOrigin
	if ( IsValid( attacker ) )
	{
		vector attackerOrigin = attacker.GetOrigin()
		float distSqr = DistanceSqr( attackerOrigin, titanOrigin )
		//printt( "Distance sqr: " + distSqr  )
		if ( distSqr <= ( BATTERY_USES_ATTACKER_ORIGIN_THRESHOLD ) ) //
		{
			//printt( "Putting attackerOrigin as safeOrigin" )

			safeOrigin = attackerOrigin
		}
	}

	bool result = PutEntityInSafeSpot( battery, null, null, safeOrigin, titanOrigin )
	if ( !result )
	{
		battery.Destroy() //Can't put the battery anywhere safe, so just destroy it.
		//printt( "Destroy battery since we can't put it in a safe spot" )
	}
}

void function ShowRequestRodeoBatteryHint_OnDamage( entity playerTitan, var damageInfo )
{
	ShowRequestRodeoBatteryHint( playerTitan )
}

void function ShowRequestRodeoBatteryHint_OnPilotBecomesTitan( entity player, entity titan )
{
	//printt( "player health: " + player.GetHealth() )
	ShowRequestRodeoBatteryHint( player )
}

void function ShowRequestRodeoBatteryHint( entity playerTitan )
{
	//PrintFunc()
	if ( !ShouldLetPlayerRequestBattery( playerTitan ) )
		return

	float currentTime = Time()

	if ( playerTitan.p.rodeoRequestBatteryHintLastShownTime > 0.0 && currentTime < playerTitan.p.rodeoRequestBatteryHintLastShownTime + REQUEST_RODEO_BATTERY_HINT_COOLDOWN ) //Use a different cooldown for the hint as opposed to the ability
	{
		//printt( "Current time: " + currentTime + ", lastShownTime: " + playerTitan.p.rodeoRequestBatteryHintLastShownTime + ", cooldown: " + REQUEST_RODEO_BATTERY_HINT_COOLDOWN )
		return
	}

	int stringID = GetStringID( "#RODEO_REQUEST_BATTERY_HINT" )
	MessageToPlayer( playerTitan, eEventNotifications.Rodeo_ShowBatteryHint, null, stringID )

	playerTitan.p.rodeoRequestBatteryHintLastShownTime = currentTime
}

void function SetSoulBatteryCount( entity soul, int count )
{
	count = maxint( 0, count )

	soul.SetTitanSoulNetInt( "rodeoBatteryCount", count )
}

void function PilotBattery_SetMaxCount( int batteryCount )
{
	file.maxPilotBatteryCount = batteryCount
}

bool function PlayerHasMaxBatteryCount( entity player )
{
	if ( !PlayerHasBattery( player ) )
	{
		Assert( GetPlayerBatteryCount( player ) == 0 )
		return false
	}

	return GetPlayerBatteryCount( player ) == file.maxPilotBatteryCount
}

void function ThrowRiderOff( entity rider, entity titan, vector direction, bool adjustAirControl = true )
{
	if ( GetBugReproNum() == 112023 ) //Track down why eye angles of rider snaps violently when titan is looking downwards
	{
		thread AnglesDebug( rider )
	}

	rider.p.rodeoShouldAdjustJumpOffVelocity = false

	rider.Signal( "RodeoOver" )
	rider.ClearParent()

	#if DEV
		if ( GetDebugRodeoPrint() )
			printt( "Throw Rider off: origin before vertical adjustment: " + rider.GetOrigin() )
	#endif

	rider.SetOrigin( rider.GetOrigin() + Vector( 0, 0, 100 ) )

	#if DEV
		if ( GetDebugRodeoPrint() )
			printt( "Throw Rider off: origin after vertical adjustment: " + rider.GetOrigin() )
	#endif

	//printt( "Rider eye angles: " + rider.EyeAngles() + ", rider Angles: " + rider.GetAngles() + " titan eye Angles:" + titan.EyeAngles() )

	// Set it higher in SP so bosses less exploitable
	#if SP
		direction += Vector( 0, 0, SP_RODEO_BOOST )
	#endif

	rider.SetVelocity( direction )
	rider.JumpedOffRodeo()

	int attachIndex = titan.LookupAttachment( "hijack" ) //TODO: Hardcoded, no way to get rodeopackage.attachpoint easily at this point anymore!
	vector startPos = titan.GetAttachmentOrigin( attachIndex )

	//printt( "startPos of attachment: " + startPos )

	if ( !PlayerCanTeleportHere( rider, startPos, titan ) )
	{
		startPos = titan.GetOrigin()
		if ( !PlayerCanTeleportHere( rider, startPos, titan ) )
			startPos = rider.GetOrigin()
	}

	PutEntityInSafeSpot( rider, titan, null, startPos, rider.GetOrigin() )

	#if DEV
		if ( GetDebugRodeoPrint() )
			printt( "Throw Rider off: origin after PutEntityInSafeSpot: " + rider.GetOrigin() )
	#endif

	if ( adjustAirControl )
		thread PostRodeoAirControl( rider )
}

void function PostRodeoAirControl( entity player )
{
	player.Signal( "PostRodeoAirControl" )
	player.EndSignal( "PostRodeoAirControl" )
	player.EndSignal( "OnDeath" )

	OnThreadEnd(
		function() : ( player )
		{
			RestorePlayerAirControl( player )
		}
	)

	const float POST_RODEO_AIR_CONTROL_DURATION = 0.75
	const float POST_RODEO_AIR_CONTROL_SCALE = 0.5
	const float POST_RODEO_AIR_CONTROL_JUMP_DELAY = 0.45

	// give the player time to be thrown in the proper direction before they get back double jump
	RemovePlayerAirControl( player )
	player.ConsumeDoubleJump()
	wait POST_RODEO_AIR_CONTROL_JUMP_DELAY
	player.TouchGround()

	float startTime = Time()
	while ( Time() - startTime < POST_RODEO_AIR_CONTROL_DURATION && !player.IsOnGround() && !player.IsWallRunning() && !player.IsWallHanging() )
	{
		float elapsedTime = Time() - startTime
		player.kv.airSpeed = player.GetPlayerSettingsField( "airSpeed" ) * POST_RODEO_AIR_CONTROL_SCALE * (1 - (elapsedTime / POST_RODEO_AIR_CONTROL_DURATION))
		player.kv.airAcceleration = player.GetPlayerSettingsField( "airAcceleration" ) * POST_RODEO_AIR_CONTROL_SCALE * (1 - (elapsedTime / POST_RODEO_AIR_CONTROL_DURATION))
		//printt( "scale", POST_RODEO_AIR_CONTROL_SCALE * (1 - (elapsedTime / POST_RODEO_AIR_CONTROL_DURATION)) )

		WaitFrame()
	}
}

void function AnglesDebug( rider )
{
	printt( "Begin Angles Debug, Rider eye angles: " + rider.EyeAngles() + ", rider Angles: " + rider.GetAngles() )
	while( !rider.IsOnGround() )
	{
		printt( "Rider eye angles: " + rider.EyeAngles() + ", rider Angles: " + rider.GetAngles() )
		WaitFrame()
	}

	printt( "End Angles Debug, Rider eye angles: " + rider.EyeAngles() + ", rider Angles: " + rider.GetAngles() )
}



void function SetPlayerBatteryCount( entity player, int count )
{
	Assert( count <= file.maxPilotBatteryCount )
	Assert( count >= 0 )
	player.SetPlayerNetInt( "batteryCount", count )
}

int function GetPlayerBatteryCount( entity player )
{
	return player.GetPlayerNetInt( "batteryCount" )
}

void function DisableBTRodeo( entity soul )
{
	string settings = GetSoulPlayerSettings( soul )
	var rodeoAllow = Dev_GetPlayerSettingByKeyField_Global( settings, "rodeo_allow" )

	if ( rodeoAllow == null )
		return

	if ( rodeoAllow == 0 )
	{
		soul.SetIsValidRodeoTarget( false )
	}
}
void function RemovePlayerAirControl( entity player ) //This function should really be in a server only SP & MP utility script file. No such file exists as of right now.
{
	Assert( player.IsPlayer() )
	player.kv.airSpeed = 0
	player.kv.airAcceleration = 0
}

void function RestorePlayerAirControl( entity player ) //This function should really be in a server only SP & MP utility script file. No such file exists as of right now.
{
	Assert( player.IsPlayer() )
	player.kv.airSpeed = player.GetPlayerSettingsField( "airSpeed" )
	player.kv.airAcceleration = player.GetPlayerSettingsField( "airAcceleration" )
}

bool function ShouldThrowGrenadeInHatch( entity rodeoPilot )
{
	bool batteryPullingDisabled = (GetCurrentPlaylistVarInt( "rodeo_battery_disable_pulls_from_titans", 0 ) == 1)
	if ( batteryPullingDisabled )
		return true

	#if MP
	if ( PlayerWantsToThrowNukeGrenade( rodeoPilot ) )
		return false
	#endif

	if ( PlayerHasBattery( rodeoPilot ) )
		return true

	return false
}


#if DEV
void function SetDebugRodeoPrint( bool value )
{
	file.debugRodeoPrint = value
}

bool function GetDebugRodeoPrint()
{
	return file.debugRodeoPrint
}
#endif

#if MP
void function SetApplyBatteryCallback( void functionref(entity,entity,entity) func )
{
	file.applyBatteryCallback = func
}

bool function PlayerWantsToThrowNukeGrenade( entity player )
{
	return ( player in file.playersThatWantToUseRodeoGrenade )
}

bool function HasSuperRodeoGrenade( entity player )
{
	// HACK: because we ran out of player global net ints for "numSuperRodeoGrenades" in bounty hunt
	if ( GameRules_GetGameMode() != FD )
		return false
	return player.GetPlayerNetInt( "numSuperRodeoGrenades" ) > 0
}

void function DeductSuperRodeoGrenade( entity player, int amount )
{
	int num = player.GetPlayerNetInt( "numSuperRodeoGrenades" )
	player.SetPlayerNetInt( "numSuperRodeoGrenades", num-amount )
}

void function RodeoForceNuke( entity pilot )
{
	entity titan = GetTitanBeingRodeoed( pilot )
	if ( !IsValid( titan ) )
		return

	if ( !titan.IsNPC() || titan.GetTitanSoul().IsEjecting() )
		return

	table damageTable =
	{
		scriptType = damageTypes.rodeoBatteryRemoval
		forceKill = false
		damageSourceId = eDamageSourceId.core_overload
		origin = titan.GetOrigin()
		hitbox = 2
	}
	titan.TakeDamage( 1, pilot, pilot, damageTable )

	if ( !IsAlive( titan ) || titan.GetTitanSoul().IsEjecting() )
		return

	DeductSuperRodeoGrenade( pilot, 1 )

	// THROW RODEO RIDER OFF
	entity soul = titan.GetTitanSoul()
	soul.soul.nukeAttacker = pilot
	NPC_SetNuclearPayload( titan )

	vector ejectAngles = titan.GetAngles()
	ejectAngles.x = 270
	vector riderEjectAngles = AnglesCompose( ejectAngles, < 5, 0, 0 > )

	float speed = RandomFloatRange( 1900, 2100 )
	float gravityScale = expect float ( pilot.GetPlayerSettingsField( "gravityscale" ) )
	vector riderVelocity = AnglesToForward( riderEjectAngles ) * (speed * gravityScale) * 0.95
	ThrowRiderOff( pilot, titan, riderVelocity )

	if ( titan.ContextAction_IsBusy() )
		titan.ContextAction_ClearBusy()
	thread TitanEjectPlayer( titan, true )
}

void function OpenRodeoNukeWindow( entity player, entity titan )
{
	player.EndSignal( "RodeoNukeWindowEnded" )
	player.EndSignal( "OnDeath" )
	player.EndSignal( "RodeoOver" )
	titan.EndSignal( "OnDeath" )

	if ( player in file.playersThatWantToUseRodeoGrenade )
		delete file.playersThatWantToUseRodeoGrenade[ player ]

	if ( player.GetTeam() == titan.GetTeam() )
		return

	if ( !HasSuperRodeoGrenade( player ) )
		return

	Remote_CallFunction_NonReplay( player, "ServerCallback_NukeGrenadeWindowOpen" )

	OnThreadEnd(
	function() : ( player )
		{
			if ( IsValid( player ) )
				Remote_CallFunction_NonReplay( player, "ServerCallback_NukeGrenadeWindowClosed" )
		}
	)

	player.WaitSignal( "TryNukeGrenade" )

	if ( !HasSuperRodeoGrenade( player ) )
		return

	file.playersThatWantToUseRodeoGrenade[ player ] <- true

	MessageToPlayer( player, eEventNotifications.FD_SuperRodeoUsed )
	Rodeo_MoveBatteryDown( titan.GetTitanSoul() )
}

bool function ClientCommand_TryNukeGrenade( entity player, array<string> args )
{
	if ( HasSuperRodeoGrenade( player ) )
		player.Signal( "TryNukeGrenade" )

	return true
}
#endif