Attempt 2 at getting Speedtanking working more optimally, as well as a change to combat that should help make sure we arent trying to approach/activate on a target that has already exploded
Merge branch 'BleedingEdge' of git://github.com/ISeeDEDPpl/Questor into BleedingEdge
Merge branch 'BleedingEdge' of git://github.com/ISeeDEDPpl/Questor into BleedingEdge
Added a check for preferred primary weapon in TargetCombatants to take precedence, when only using primaryweaponpriority we cant garuntee it will actually meet the conditions to be one of our current targets. This plays hell with activating weapons as processstate activates based on preferred primary weapon target