Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Decompiled source of Crosshair Fix IL2Cpp v1.0.0
Khundian.S1.CrosshairFix-IL2Cpp.dll
Decompiled a day agousing System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using HarmonyLib; using Il2CppInterop.Runtime.InteropTypes; using Il2CppScheduleOne.DevUtilities; using Il2CppScheduleOne.Equipping; using Il2CppScheduleOne.PlayerScripts; using Il2CppScheduleOne.UI; using Khundian.S1.CrosshairFix; using MelonLoader; using Microsoft.CodeAnalysis; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: TargetFramework(".NETCoreApp,Version=v6.0", FrameworkDisplayName = ".NET 6.0")] [assembly: AssemblyCompany("Khundian")] [assembly: AssemblyConfiguration("Release")] [assembly: AssemblyDescription("Keeps the standard crosshair visible while ranged weapons are equipped without interfering with other game states.")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0+354001d1aa46ec14bcdd300a8e45c9eb77c5c019")] [assembly: AssemblyProduct("Khundian.S1.CrosshairFix")] [assembly: AssemblyTitle("Khundian.S1.CrosshairFix-IL2Cpp")] [assembly: MelonInfo(typeof(CrosshairFixMod), "Crosshair Fix", "1.0.0", "Khundian", null)] [assembly: MelonGame("TVGS", "Schedule I")] [assembly: AssemblyVersion("1.0.0.0")] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [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 Khundian.S1.CrosshairFix { public class CrosshairFixMod : MelonMod { public override void OnInitializeMelon() { MelonLogger.Msg("[Crosshair Fix v1.0.0] Initialized."); } } [HarmonyPatch(typeof(HUD), "SetCrosshairVisible", new Type[] { typeof(bool) })] internal static class CrosshairVisibilityPatch { private static bool Prefix(bool __0) { if (__0 || !PlayerSingleton<PlayerInventory>.InstanceExists) { return true; } PlayerInventory instance = PlayerSingleton<PlayerInventory>.Instance; return !((Object)(object)instance != (Object)null) || !instance.EquippingEnabled || !((Object)(object)instance.Equippable != (Object)null) || !((Object)(object)((Il2CppObjectBase)instance.Equippable).TryCast<Equippable_RangedWeapon>() != (Object)null); } } public static class BuildInfo { public const string Name = "Crosshair Fix"; public const string Author = "Khundian"; public const string Version = "1.0.0"; } }