* Creature/GameObject guid generators moved to Map
* For avoid wrong not converted cases generic function in ObjectMgr has been replaced by
specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid().
This let catch all cases that need update in custom code or scripts.
* Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe.
* Restore one more time unix build broken in prev. commits.
Note: many cases when something not wotk in instance but work in continents
possible magicly start work after this commit. For example, some gm commands.
From large systems that need more chnages for start work in full power in instances
can be referecned pool/gamevent system. Last need just small hacks drop changes but
in will addded in independent commit.
Also other classes have been affected, due to the use of search&replace.
This will probably break some patches and 3rd party libraries, so make sure to update them if required.
Thanks to Phille for the original idea and patch!
* This let make map local way access for cases when player/all units
expected to be at same map (for scripts cases for example).
Ofc, still exist many places where code expect world wide player search.
Spell casting for support far target cases, groups/guilds/chat/etc packets
* Function Unit::GetUnit depricated and will removed soon.
* Function GetCreatureOrPetOrVehicle renamed to less horriable GetAnyTypeCreature name.
NOTE: this is mostly just formal adding 2 movegens with very limited cleanups.
Real result from adding 2 new movegens possible after apply more deep cleanups/fixes
in UNIT_STAT_CHASE/UNIT_STAT_FOLLOW set. But this will need more cereful changes
because we have currently sometime strange dependences and places for set for this flags.
Similar cleanups required for other movegen related flags. Infact i have related patches but
need more testing before apply step by step.
* Add single arg version Unit::AddThreat for just adding to threat list.
* Req. provide schollmask and crit flag for any real threat value for proper threats mod apply.
* Send crit flag in DealDamage as MELEE_HIT_CRIT for spell damage for later send to threat call.
* For not affected by modifiers threat values use SPELL_SCHOOL_MASK_NONE.
* Implement aura SPELL_AURA_MOD_CRITICAL_THREAT (used only in itemset 529 effect).
Also send pointer to AI constructors ans mark constructors as explicit.
This changes allow move now some generic often used AI code to CreatureAI helper functions.