-Added scripts to creature spells
Removed manual loot distance adjustment from scripts.
Set loot and xp credit distance of bosses to 150 yards by default.
* Stop showing accounts once we've hit the character limit in character lookups
* Don't clear Counterattack! variables on Regthar reset (i.e. someone attacks him or drags a mob close)
* Increase banner despawn radius
* Implement creature spells system.
* Tabs to spaces.
* Use creature spells for Varimathas and Defias Pillager.
* Try to fix linux compile.
* Some refactoring.
* Add EventAI command to set creature_spells template.
* Correct undercity.cpp comments.
* Add command to reload table.
* GetPatchName should not be static.
* Add missing const.
* Now pass target/used GO for EffectSendEvent when using one (and no focus is required)
* Check target, source and instance validity in spell event handlers
* Add a note warning about delayed GO spell casts
* Check target and source validity in more event scripts
* Dynamic cast
* Now cache player map and position
* Update player cached position on logout
* Use cached data where possible in lookups rather than directly querying the DB
* Use player cache data for multi-faction character check and cinematic skipping
Update cache position on login/logout
* Now load petitions into memory and manage them directly
* Reworked petition handling to utilize memory stored petitions rather than directly querying the database
* Add support for reloading petitions
* Now store charterguid in DB with petition info
* Now send a valid message when a player has already signed a charter on the same account
Re-added SendPetitionShowList
Corrected debug message formatting
* Reset petition pointer after deletion
* Now delete petitions when charters are deleted
* Add guards to guild mappings
* Forward decl Petition
* Include GuildMgr
* Move Player* constructor of PetitionSignature to TU rather than header
* Include GuildMgr in Item
* Delay dyn object los checks further, and let creatures cheat
* Split Orgrimmar from Durotar, and split Southern Kalimdor, when using continent instanciation
* Minor refactor
* Remove % prefix on IP lookup so table indexes can be utilized
* Add template functions for performing delayed query holders and unsafe async queries with static methods as callbacks
* Implemented async handling of PInfo command and extracted to separate TU for futher async command handling
* Add support for static delay holder with no extra params
* Remove a number of wildcard prefixes from lookups (cannot use indexes with wildcard prefix)
WIP move character lookups to async
* Make adding to async tasks threadsafe, remove arbitrator on task execution and allow them to be run when a thread is ready
* Remove non-templated declarations and definitions of delayed query holder methods, it breaks builds. Just use a dummy var instead
* Move display for lookups to async tasks
Don't delete queries inside ShowPlayerListHelper
* Use async queries for player character name lookup and account character lookup
* Disable console output for async lookup commands (pending console output support)
* Move account lookup to async
* Remove all concat3 and wildcard prefixes from frequently used GM commands so that table indexes are utilized
* Moved offline gold removal to async
* Remove bad delete
* Move banaccount lookup queries to async
* Add a simple async task for sending packets to specific sessions
* Pass data by ref in SessionPacketSendTask
* Include for WorldPacket def
* Remove class qualifier
* fix chain multiplier modifiers not benefiting from spell
power or healing power
* addressed pr comments - only applying spell mod SPELLMOD_EFFECT_PAST_FIRST when targetnum > 1
* addressed pr comments - flipped around order of "if" statements
* Limit autocomplete contributions to the resource's required amount
Now use config rate directly rather than multiplier in autocomplete
* Move the interval at which auto completion occurs to a configurable param
* Cleanup Regthar Deathgate properly if the boss cannot be summoned
Fix despawn time on boss
Despawn banners on Kromzar death
* Despawn temporary summons via UnSummon if ForcedDespawn is called on them
* Minor refactor
* Use wrapper for Windsor despawn