As now GetExtendedEntityState is always used, there is no more use of the distinction between GetEntityState and GetExtendedEntityState which only adds complexity and degrades performances. Then as GetEntityState is now always called for all entities of the selection, it is better to query all of them once in an array.
In addition, obstructions info is never used in the gui, and thus removed from GetEntityState.
With these changes, the "gui sim interface" performance is improved by 15 to 20% when selectiong 200 units (test on combat demo huge).