* updated remaining guild bank client opcodes to packet class
* corrected gem socket data naming for guild bank query packet
* renamed several opcodes to match master branch namings
* 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
* renamed CMSG_GUILD_BANKER_ACTIVATE to CMSG_GUILD_BANK_ACTIVATE and updated handler to packet class
* renamed SMSG_GUILD_BANK_LIST to SMSG_GUILD_BANK_QUERY_RESULTS and updated packets to packet class
* Updated CMSG_GUILD_BANK_QUERY_TAB, CMSG_GUILD_BANK_BUY_TAB and CMSG_GUILD_BANK_UPDATE_TAB handlers to packet class
* fixed displaying sockets, reforged stats and enchantments for items in the guild bank
- 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
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Core/DB: Unify `creature_respawn` and `gameobject_respawn` into a single `respawn` table
- .npc respawn no longer causes stupid things to happen (Fixes#23014)
- ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now.
- .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that.
- Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too.
Fix mobs evading when target is out of MMap meshes causes by an overzealous check added in c602220e02 when trying to fix an infinite loop in Recast.
If the target is outside of the MMap mesh (for example very close to a wall which is an un-walkable area with current TrinityCore settings and that might be changed in the future) Detour will not be able to find the height of the poly and getPolyHeight() will return DT_FAILURE | DT_INVALID_PARAM . Most of the time this is ok and can be ignored and it's still better than having the Unit evade.
Fix#23613