Decompiled source of Crosshair Fix Mono v1.0.0

Khundian.S1.CrosshairFix-Mono.dll

Decompiled 2 weeks 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 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)
		{
		}
	}
}