Check for null
Move on grid fix...
fix copy/paste error, we will probably shoot things now.
fix for weapon activation
simplify
2 timers for GetBestTarget (which at this point probably needs to be split into two diff functions, it is a monster)
ok, drones should now function again
remove IsValid checks as they are causing problems, and we do not seem to use IsValid to check entities anywhere else
if I ever start working as a c# programmer for an air traffic control system... copy and paste is going to crash planes  =/
formatting and making sure drones.cs reports the closest scrambler
More logging in Drones.cs, if drones will not engage Add <debugDrones>true</debugDrones>

ad send me the console log, please.
fix comments to be correct, do not shoot any DronePriorityTargets (from combat.cs) until all regular targets are gone. We do however shoot them from drone.cs

reset the clearpocket timeout before reloading
Fix clearpocket (default DistanceToClear was set to maxrange) and clarify the IsSentry stuff...
fix ranges for these actions to default to anything on grid
Moe debug settings: <debugClearPocket>true<debugClearPocket>
use Entities here not potentialCombatTargets as the latter is range limited to your maxrange
move reloading to last... and add more debugging of: AddPriorityKillTargetsAndMoveIntoRangeAsNeeded()
We check max targeting distance of the entity before we target

We check maxrange (max of either targeting or weapons) before we shoot

We always sort by distance (at some point). If GetBestTarget selects something that is out of range (which it can now do) combat will do nothing, luckily CombatMissionCtrl will move us into range.
MaxRange and Weapons range are not the same thing and should not be confused...
if the target we were assigned to shoot is not targeted, do nothing