Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Decompiled source of WeaponCrosshair v1.0.0
BepInEx/plugins/WeaponCrosshair.dll
Decompiled 3 months agousing System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using HarmonyLib; using Microsoft.CodeAnalysis; using ScheduleOne.Equipping; using ScheduleOne.UI; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")] [assembly: AssemblyCompany("WeaponCrosshair")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyDescription("Enables built-in crosshair while a ranged weapon is equipped")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("WeaponCrosshair")] [assembly: AssemblyTitle("WeaponCrosshair")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)] internal sealed class RefSafetyRulesAttribute : Attribute { public readonly int Version; public RefSafetyRulesAttribute(int P_0) { Version = P_0; } } } namespace WeaponCrosshair { internal class Patches { [HarmonyPatch(typeof(Equippable_RangedWeapon), "Update")] [HarmonyPostfix] public static void Post_RangedWeaponUpdate(Equippable_RangedWeapon __instance) { if ((Object)(object)Plugin.instance.HudInstance != (Object)null) { Plugin.instance.HudInstance.SetCrosshairVisible(true); } } [HarmonyPatch(typeof(HUD), "Awake")] [HarmonyPostfix] public static void Post_HudAwake(HUD __instance) { Plugin.instance.HudInstance = __instance; } } [BepInPlugin("WeaponCrosshair", "WeaponCrosshair", "1.0.0")] public class Plugin : BaseUnityPlugin { public static Plugin instance; public HUD HudInstance = null; private void Awake() { instance = this; Harmony.CreateAndPatchAll(typeof(Patches), (string)null); } } public static class PluginInfo { public const string PLUGIN_GUID = "WeaponCrosshair"; public const string PLUGIN_NAME = "WeaponCrosshair"; public const string PLUGIN_VERSION = "1.0.0"; } }