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 Mono v1.0.0
Khundian.S1.CrosshairFix-Mono.dll
Decompiled 2 weeks agousing System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using HarmonyLib; using Khundian.S1.CrosshairFix; using MelonLoader; using Microsoft.CodeAnalysis; using ScheduleOne.DevUtilities; using ScheduleOne.Equipping; using ScheduleOne.PlayerScripts; using ScheduleOne.UI; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: IgnoresAccessChecksTo("Assembly-CSharp")] [assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")] [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-Mono")] [assembly: MelonInfo(typeof(CrosshairFixMod), "Crosshair Fix", "1.0.0", "Khundian", null)] [assembly: MelonGame("TVGS", "Schedule I")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] [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 || !(instance.Equippable is Equippable_RangedWeapon); } } public static class BuildInfo { public const string Name = "Crosshair Fix"; public const string Author = "Khundian"; public const string Version = "1.0.0"; } } namespace System.Runtime.CompilerServices { [AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)] internal sealed class IgnoresAccessChecksToAttribute : Attribute { public IgnoresAccessChecksToAttribute(string assemblyName) { } } }