Couple renames to make more sense (not really needed?). Since we were no longer checking for InMission we can actually use these in the future if we add in other combat behaviors (anomalies, belt ratting).
Merge branch 'BleedingEdge' of git://github.com/ISeeDEDPpl/Questor into BleedingEdge
Rewrite on TargetCombatants and other various fixes ***WARNING: This is not tested, and is probably broke at this point, use at your own risk***
Not sure why these didnt merge
Might need this to move properly now
Merge branch 'BleedingEdge' of https://github.com/nico-rip/Questor into BleedingEdge
Change WeaponsRange to MaxRange (we always want the shortest between weapons range and targeting range, keep in mind when damped that targeting range will go waaaay down)
Consolidate the unlocking of high and low value targeting slots into UnlockHighValueTarget() and UnlockLowValueTarget() and convert TargetCombatants to use them

changed a bunch of comments (so they collapsed with the region)
changed the entity sorting in most cases to use .Nearest5kDistance instead of the very exact ".Distance"