* update script to new model
* use sniffed spline points and velocity for Glubtok's firewall platter
* corrected several timers
* re-order death sequence to reflect sniff data perfectly
* optimized several condition handlings
* increased Glubtok's melee damage
* added missing instance bind flag to Glubtok
* Telluric Currents will now only proc from Lightning Bolt
* removed outdated proc entry for Art of War
* added (for now unused) proc data for Bandit's Guile
* updated Temple Guardian Anhuur's script to new model
* fixed achievement 'I hate that Song'
* corrected Beacon of Light handling to blizzlike standards
* Cave In Stalker will now get despawned alongside Beacons of Light
* scripted trash packs prior to Temple Guardian Anhuur
Todo:
* add encounter related creatures to instance spawn groups
- Map::RemoveRespawnTime(SpawnObjectType, LowType, doRespawn) split into Map::Respawn and Map::RemoveRespawnTime, without the extra boolean
- Map::RemoveRespawnTime(RespawnInfo*) merged into Map::DeleteRespawnInfo(RespawnInfo*) and is now private
- Map::DeleteRespawnInfo(void) renamed to Map::UnloadAllRespawnInfos to properly describe what it does
- Map::ProcessRespawns now actually saves the delayed respawn time to DB if the respawn was delayed
- Map::AddRespawnInfo now takes const reference, and returns success as a boolean
- Map::AddRespawnInfo no longer offers an unused "replace" parameter
- Map::DeleteRespawnInfo no longer offers a variety of unused private overloads
- Map::SaveRespawnTime no longer offers a tantalizing writeDB parameter. Parameter is now called "startup" to properly describe what it does.
- Map::SaveRespawnInfoDB now takes RespawnInfo reference instead of all the various fields. Still public because compatibility mode. QQ.
- Map::GetWorldObjectBySpawnId sanitized
- Map::GetXRespawnTime methods sanitized to all go through Map::GetRespawnTime
----------
Core/DB: Unify `creature_respawn` and `gameobject_respawn` into a single `respawn` table
* reworked slipstream system. Use database spawned slipstreams to avoid grid unload issues and link them to dynamic spawn groups so we have full control over them now
* scripted shortcut cases for the remaining slipstreams
* spawn Zephyrs only if their grid is loaded
* optimized code
* updated code to new scripting model
* updated texts with broadcast text entries
* fixed some visual threat issues caused by Ertan's Vortex by hitting players with their damage spell