* Apply rune cooldown buff only for spell 48265
* Implement SPELL_AURA_MOD_POWER_REGEN_PERCENT work for POWER_RUNE
Thanks to Laise for problem research.
* Add IsHostileTo/IsFriendlyTo and implement expected way checks for diff. world object types.
For controlled object check redirected to specific owner, for wild gameobject base at gameobject faction.
If faction not set expected to be hostile to anyone.
* Update grid searchers to be usable with world object instead only unit case.
Some grid searches lost redundent second object arg, AnyAoETargetUnitInObjectRangeCheck lost hitHidden arg
(for hitHidden==true case added new AnyAoEVisibleTargetUnitInObjectRangeCheck)
* Updated grid searchers used with gameobject area casts now.
Note: Gameobject area spell cast animation will still wrong show around cast triggering target instead
center around gameobject.
* In case gameobject aura apply to target for restored use target itself as caster because
we not have currently another way apply aura form wild gameobject.
* Now expected item limit categories (for example for item 5513 and related)
correctly limited by its amount in inventory.
* Provide and use additional arg in SendEquipError for alt. way get affected
item prototype. This let send to function item id and prevent crash client at
limit category equip errors that required item prototype data.
* Use area id instead zone id for home bind zone info as expected.
This will for example proper show capital name in area himebinding for capital; tavern.
* Clarify that player create zone in fact is area (subzone)
* Implement SPELL_EFFECT_BIND for normal homebinding.
Also support spell target position mode used in 53823/53821 spells
* Add Spell::EffectEmpty for mark spell effects that used but not expect any code in handler.
Example weapon spells that used just as known spell markers for client.
Original patch idea inspirit by Sadikum patch suggestion.
Implemented new achievement criteria requirement:
* ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL (item level and item quality equiped in specific slot)
Implemented suppoprt achievement types:
* ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM (required DB data)
* ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL (required DB data)
Also achievment types used only for statistics:
* ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION
* ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS
* ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS
* ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS
* ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM
* ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM