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feature(grenade-throw-force): add callback for actor grenade throw force - #782

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themrdemonized merged 1 commit into
themrdemonized:prfrom
nltp-ashes:feature/grenade-throw-force
Oct 24, 2026
Merged

themrdemonized merged 1 commit into
themrdemonized:prfrom
nltp-ashes:feature/grenade-throw-force

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@nltp-ashes nltp-ashes commented Oct 24, 2026 •

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Hello !

Little PR to add a new actor_on_missile_throw_force callback, which, as the name suggests, allows to change the throw force of actor-thrown grenades.

I moved some code around because the code paths were weird. Regular throw force was in CInventoryOwner::missile_throw_force (value driven by owner), but default throw force (value driven by the missile itself) was inline in CMissile::Throw.

I defined CMissile as an external class in InventoryOwner.h instead of including the Missile.cpp file, as to not repeat the same mistake as in #635...

I took the liberty to remove parts of vibe coded code comments in callbacks_gameobject.script, that describe one very specific use case of some callbacks (use npc:rank() to scale shit by rank), tell tale of LLMs working on a task and bleeding its context in code comments.

That's all, thanks for maintaining this engine still in this sea of ai slop PRs 🙏

- Added callback for actor grenade throw force
- Improve code paths regarding default throw force : regualar throw force was in CInventoryOwner::missile_throw_force (value driven by owner), but default throw force was inline in CMissile::Throw;
- Removed goofy vibe coded comments in callbacks_gameobject.script;
@themrdemonized
themrdemonized changed the base branch from all-in-one-vs2022-wpo to pr October 24, 2026 19:37
@themrdemonized
themrdemonized merged commit 8bf653c into themrdemonized:pr Oct 24, 2026
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2 participants