(2d473d38a) Add RequireAimToUse checks for being logical and for future. Shouldn't have any functional implications in the current version, but we could have RepairTools or Weapons that don't require aiming.
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@@ -279,7 +279,7 @@ namespace Barotrauma
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var paddedTab = new GUIFrame(new RectTransform(new Vector2(1.0f, 1.0f), EntityMenu.RectTransform, Anchor.Center), style: null);
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var filterArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), paddedTab.RectTransform) { AbsoluteOffset = new Point(0, 10) }, isHorizontal: true)
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var filterArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), paddedTab.RectTransform), isHorizontal: true)
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{
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Color = secondaryColor,
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Stretch = true,
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@@ -294,7 +294,7 @@ namespace Barotrauma
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OnClicked = (btn, userdata) => { ClearFilter(); entityFilterBox.Flash(Color.White); return true; }
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};
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var entityListHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.85f), paddedTab.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.06f) });
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var entityListHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.85f), paddedTab.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.05f) });
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var tabButtonHolder = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.1f), entityListHolder.RectTransform, Anchor.TopRight, Pivot.BottomRight),
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isHorizontal: true)
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