A bug that makes patrol helicopters indestructible.

<Bug Report>
Players have reported that, rarely, "helicopters don't fire napalm or machine guns, and even after they start spewing fire, they won't go down no matter how many times you hit them."

There have also been reports of the following:
- Occurs when the helicopter's health is low and it's about to crash into the monument.
- Enters a fleeing state and stops attacking.
- Becomes an immortal helicopter.
- More likely to occur when attacking with HV 5.56 Rifle Ammo.
- Occurs in both solo and team play.

<Estimated Cause>
Bug #1: UpdateTargets is forcibly canceling the helicopter's "death phase"

1. When the helicopter's HP is LOW -> Rust's AI automatically transitions to the DEATH/FLEE state (crash sequence begins)
2. In the DEATH state, _targetList is cleared or the helicopter moves away from the player
3. UpdateTargets (every 5 seconds) is executed
4. The condition "distance exceeds 140m AND target is only the owner" is met
5. ExitCurrentState() -> State_Move_Enter() is forcibly executed
6. The DEATH state is interrupted and reset to the MOVE state
7. In the MOVE state, neither napalm nor machine guns are used -> the helicopter stops attacking
8. Since HP checks are not re-triggered -> the helicopter becomes permanently immortal

Bug #2: The UpdateTargets loop is not using a loop variable.

Even though the loop is iterating through team members, the target added each time is always "Owner". If the team has 3 members, the Owner will be added to the target list 3 times.

<My bug fixes>
I've made the following changes and have been using them on my server for over a month, and I haven't encountered the bug that makes helicopters indestructible.

private void UpdateTargets() {
// ----- If Heli is in DEATH state, The program will never be interrupted.-----
    if (HeliAi._currentState == PatrolHelicopterAI.aiState.DEATH) {
    return;
    }
// -----

    if (HeliAi._targetList.Count == 0) {
    List<BasePlayer> team = Config.MemorizeTeamOnCall ? SavedTeam : GetAllPlayersInTeam();
    foreach (var player in team) {
        if (player != null && player.IsConnected) {
// ----- Change : Player -> player -----
        HeliAi._targetList.Add(new PatrolHelicopterAI.targetinfo(player, player));
        }
    }
.....

I'm not good at English, so I'm using Google Translate. I hope it gets across properly.