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README.md

description Examples of creating hooks

How to create a hook

Created by HJHughJanus on github, copied here for easier maintainability.

Example

Goal: Ragdoll any NPC hit by a bullet.
&#xNAN;System: I need to find out how Cyberpunk 2077 handles bullets and damage → a look through the decompiled game scripts shows there is a class called „DamageSystem“. This class looked up on Cyberdoc shows there is a function wihtin that class called „ProcessLocalizedDamage“. Back in the decompiled game scripts the code of this function seems to handle a „hit event“ and checking if the bullet hit the head or any weak spots. That is very close to my goal, so I will use this function for the hook.
&#xNAN;Functions: I want to ragdoll an NPC, so I will need a function to do that. I search on Cyberdoc for „ragdoll“ and find something called „ApplyRagdollImpulseEvent“. I search this function in the decompiled game scripts to find out how it is used.


First, I need to specify which system I want to use for injection, then specify the function.

@wrapMethod(DamageSystem)
private func ProcessLocalizedDamage(hitEvent: ref<gameHitEvent>) {
}

In this function I must now call the vanilla function first, so I don‘t overwrite any of the vanilla action – you can do this via the function wrappedMethod(params) (this one automatically calls the vanilla function).

@wrapMethod(DamageSystem)
private func ProcessLocalizedDamage(hitEvent: ref<gameHitEvent>) {
    wrappedMethod(hitEvent);
}

Then I copy some code from the vanilla function to handle some errors and set up my variables.

@wrapMethod(DamageSystem)
private func ProcessLocalizedDamage(hitEvent: ref<gameHitEvent>) {
    wrappedMethod(hitEvent);
    
    //variables
    let hitUserData: ref<HitShapeUserDataBase>;
    let hitShapes: array<HitShapeData> = hitEvent.hitRepresentationResult.hitShapes;
    
    //error handling and setting up hitUserData (copy & paste from original)
    if !hitEvent.attackData.GetInstigator().IsPlayer() {
      return;
    };
    
    if AttackData.IsAreaOfEffect(hitEvent.attackData.GetAttackType()) {
      return;
    };
    
    if ArraySize(hitShapes) > 0 {
      hitUserData = DamageSystemHelper.GetHitShapeUserDataBase(hitShapes[0]);
    };
    
    if !IsDefined(hitUserData) {
      return;
    };
}

Now my actual code can take effect. Since I found the „ApplyRagdollImpulseEvent“ and looked up how it is used, I know this will not be done in one line. So, to keep the code in the wrapper function simple, I will write a separate function below which sets up the ragdolling for me.

@wrapMethod(DamageSystem)
private func RagdollNPC(target: ref<NPCPuppet>, pushForce: Float) -> Void {
  if IsDefined(target) {
    target.QueueEvent(CreateForceRagdollEvent(n"Debug Command"));
    if pushForce > 0.0 {
      GameInstance.GetDelaySystem(target.GetGame()).DelayEvent(target, CreateRagdollApplyImpulseEvent(target.GetWorldPosition(), Vector4.Normalize(target.GetWorldPosition()) * pushForce, 5.00), 0.10, false);
    };
  };
}

Now my actual code can take effect. Since I found the „ApplyRagdollImpulseEvent“ and looked up how it is used, I know this will not be done in one line. So, to keep the code in the wrapper function simple, I will write a separate function below which sets up the ragdolling for me.

@wrapMethod(DamageSystem)
private func ProcessLocalizedDamage(hitEvent: ref<gameHitEvent>) {
    //start vanilla function, so everything at least runs normally (even if the mod doesnt work)
    wrappedMethod(hitEvent);
    
    //variables
    let hitUserData: ref<HitShapeUserDataBase>;
    let hitShapes: array<HitShapeData> = hitEvent.hitRepresentationResult.hitShapes;
    
    //error handling and setting up hitUserData (copy & paste from original)
    if !hitEvent.attackData.GetInstigator().IsPlayer() {
      return;
    };
    
    if AttackData.IsAreaOfEffect(hitEvent.attackData.GetAttackType()) {
      return;
    };
    
    if ArraySize(hitShapes) > 0 {
      hitUserData = DamageSystemHelper.GetHitShapeUserDataBase(hitShapes[0]);
    };
    
    if !IsDefined(hitUserData) {
      return;
    };

    //actual mod code
    let npc: ref<NPCPuppet> = hitEvent.target as NPCPuppet;
    let npcID: StatsObjectID = Cast(npc.GetEntityID());
    if IsDefined(npc) {
      RagdollNPC(npc, 10.0);
    };
}

The whole file now looks like this:

This file I save and then put into D:\PATH\TO\CYBERPUNK2077\r6\scripts so the game will load it.

When I start the game, every NPC hit by a bullet should be ragdolled with a push.

Where to go next?

Understand what kind hooks are available:

{% content-ref url="../../language/hook-annotations.md" %} hook-annotations.md {% endcontent-ref %}

Find what to hook:

{% content-ref url="things-to-hook.md" %} things-to-hook.md {% endcontent-ref %}