use PVecFloat in Combat sub-routines
remove conditional compile left-over junk
use Combat.IsInRange instead of float2.WithinEpsilon for heli
avoid floating point operation with heli fly int coordinates
don't convert to float2 in ReturnToBase as it was int2 before
convert start to int2 as CellContaining() spit that out before
add the total number of values extracted from RNG to sync report
remove redundant int to int conversion in rendered circles
don't convert cell size to float for bullet inaccuracy

change it back to int / int / float
from int / float / float
was int / int / float before
generate random numbers as floats

as they get converted from double before use anyway
Merge pull request #2665 from Mailaender/pvecfloat-combat

Fix floating point inconsistencies to reduce desyncs