Decompiled source of WeaponCrosshair v1.0.0

BepInEx/plugins/WeaponCrosshair.dll

Decompiled 3 months ago
using 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";
	}
}