Initial advanced targeting (Reticle targeting should be disabled)
Ignore player unit for targeting
Make sure to show reticle on load if we're active
Defer targeting startup until player unit is available
Better comments and spacing
TinyAsync and a print that waits for Chat to load. This is a gratuitous solution but I found it fun, so..
Create HAL timer at load, but "Enable" later
Improve UnitCreated filtering, test collision with best guess of middle+radius of unit, mounts still broken.
Cleanup and reorganization
Improve TinyAsync
Update print callbacks
Refactor mount_players to mounts, tentatively handle mount events
Use Vector2obj.Length upvalue
Check for pos.bOnScreen
Add throttles for targeting
Always adjust by unit_radius in case of default other than 0
Fix up debugging
Ensure units are valid
Correct method call of EventHandler_UnitDestroyed
Support Turret unit types