The BepInEx console will not appear when launching like it does for other games on Thunderstore. This is normal (and helps prevent crashes during startup). You can turn it back on in your BepInEx.cfg file.
Decompiled source of EaglesEye v2.0.0
plugins/EagleEye/PeakZoom.dll
Decompiled 14 hours agousing System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Configuration; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)] [assembly: AssemblyTitle("PeakZoom")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("PeakZoom")] [assembly: AssemblyCopyright("Copyright © 2025")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("9f791583-ddd7-4e17-8f38-fc57f4941031")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")] [assembly: AssemblyVersion("1.0.0.0")] [BepInPlugin("mrbub.eagleseye", "EaglesEye", "1.5.0")] public class EaglesEye : BaseUnityPlugin { private FovSetting _fovSetting; private PropertyInfo _valueProp; private float _originalFov; private float _currentZoomFov; private ConfigEntry<float> _defaultZoomFov; private ConfigEntry<float> _minZoomFov; private ConfigEntry<float> _maxZoomFov; private ConfigEntry<float> _scrollSpeed; private ConfigEntry<KeyCode> _holdKey; private ConfigEntry<bool> _showOverlay; private bool _isZooming; private void Awake() { _defaultZoomFov = ((BaseUnityPlugin)this).Config.Bind<float>("Zoom", "DefaultZoomFOV", 30f, "Default FOV to zoom to when holding the key"); _minZoomFov = ((BaseUnityPlugin)this).Config.Bind<float>("Zoom", "MinZoomFOV", 1f, "Minimum FOV when scrolling in"); _maxZoomFov = ((BaseUnityPlugin)this).Config.Bind<float>("Zoom", "MaxZoomFOV", 60f, "Maximum FOV when scrolling out"); _scrollSpeed = ((BaseUnityPlugin)this).Config.Bind<float>("Zoom", "ScrollSpeed", 2f, "Scroll speed when adjusting zoom"); _holdKey = ((BaseUnityPlugin)this).Config.Bind<KeyCode>("Zoom", "HoldKey", (KeyCode)99, "Key to hold for zooming"); _showOverlay = ((BaseUnityPlugin)this).Config.Bind<bool>("Zoom", "ShowBinocularOverlay", true, "Whether to show binocular overlay while zoomed"); } private void Update() { //IL_0023: Unknown result type (might be due to invalid IL or missing references) //IL_00ab: Unknown result type (might be due to invalid IL or missing references) //IL_0148: Unknown result type (might be due to invalid IL or missing references) //IL_00ba: Unknown result type (might be due to invalid IL or missing references) if (_fovSetting == null || _valueProp == null) { TryInitFovSetting(); return; } if (Input.GetKeyDown(_holdKey.Value)) { _originalFov = (float)_valueProp.GetValue(_fovSetting); _currentZoomFov = Mathf.Clamp(_defaultZoomFov.Value, _minZoomFov.Value, _maxZoomFov.Value); _valueProp.SetValue(_fovSetting, _currentZoomFov); _isZooming = true; } if (_isZooming && Input.GetKey(_holdKey.Value)) { float y = Input.mouseScrollDelta.y; if (Mathf.Abs(y) > 0.01f) { _currentZoomFov = Mathf.Clamp(_currentZoomFov - y * _scrollSpeed.Value, _minZoomFov.Value, _maxZoomFov.Value); _valueProp.SetValue(_fovSetting, _currentZoomFov); } if (_showOverlay.Value) { GUIManager.instance.EnableBinocularOverlay(); } } if (_isZooming && Input.GetKeyUp(_holdKey.Value)) { _valueProp.SetValue(_fovSetting, _originalFov); _isZooming = false; } } private void TryInitFovSetting() { GameHandler instance = GameHandler.Instance; if (((instance != null) ? instance.SettingsHandler : null) != null) { _fovSetting = GameHandler.Instance.SettingsHandler.GetSetting<FovSetting>(); if (_fovSetting != null) { _valueProp = ((object)_fovSetting).GetType().GetProperty("Value", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); } } } }