* woops pasta fail
* Better implementation for that, also now sets itemTarget correct when target mask is TARGET_FLAG_TRADE_ITEM.
FIXED: Crash happening when biding to an Innkeeper, added in r3482.
MODIFIED: void Spell::SpellEffectCreateItem() checks playerTarget instead of casting unitTarget to Player.
REMOVED: A pointless useless crashy command added by Naquada in r2140.
FIXED: [paladin] Holy Shock, http://arcemu.org/forums/index.php?showtopic=22121 thanks Darren and Alleycat
* Removed almost all traces of Arcemu's vehicle facilities. Reason: It was never finished, and it's not even compatible with recent world of warcraft versions. Please note: this doesn't mean we won't have vehicle support in the future.

* Removed the ObjectContainer class. It was never finished, and it's not even functional. It wasn't even a good idea :P
* Few spell target fixes for portals and a few other visual effects (like the firework spawning aura for midsummer ribbon dance poles).
* GameObject use spell casts now have TARGET_FLAG_UNIT in m_targetMask.
FIXED: Crash dealing with Pets added in r3435
* Removed RWLock and Condition class. They have race conditions in them, and I'd rather have stable code, then broken code.
* The semantics of FQueue::pop have changed. Due to no condition class, it can no longer wait for signals. Therefore it now acts like FQueue::pop_nowait. FQueue::pop_nowait has been removed.
* All core handling of FQueue classes have been updated so they are safe to use.
If anyone has any suggestions or a rewrite for these racey classes, feel free to submit it.
FIXED: A lot of Log.LargeErrorMessage() calls not NULL terminated.
MODIFIED: Using only playerTarget in SpellEffectEnvironmentalDamage().
ADDED: Made a BIT more clear that ArcEmu supports ONLY enUS AND enGB DBCs!!!
FIXED: Pets crashing when going out of range, issue re-added in r3435 after it was fixed in r3199.
* Fixed the bug causing crashes on things like campfires.
* Projectiles are now projectiles. All effects are now subject to delays caused by SpellEntry::speed, not just shoot and simple damage spells anymore. Some aura stuff has been rewrote to acommodate this.
* EventableObject now has a reference counter in it, auto deleting at 0. Only spells use this atm, but in the future more things should use it.
* Spell class is now derived from EventableObject, the instance is the same as it's caster. When objects are removed from world, they will delete all pending spells related to them.
* Fixed: crash in tame pet with no valid target
* Few amendments to the way channel data is updated. If creating a dynamic object, the dynamic object now resets channel object guid on remove. If an aura from a channelled spell hits the caster, that aura will remove the channel object guid. If neither of those conditions are met, the SendChannelUpdate removes it. This is to fix the last tick of certain spells misfiring (blizzard, arcane missiles).
* Implemented amptitude spell mod.
* Channeled spells now gain speed from haste. This currently only increases the speed of periodic trigger spells.
* Added GetBaseDuration, gets the base duration of a spell without any modifiers or haste. This is now used to calculate how many ticks are in a periodic trigger, so the eventmgr won't fire extra spells off due to haste.
* FORCED LOL Jackpoz sucks
MODIFIED: Removed a lot of useless/pointless NULL checks on Creature Proto and Info. An InWorld Creature MUST have both Proto and Info.
MODIFIED: Removed a NULL check in MapMgr::_PerformObjectDuties(), Players in m_PlayerStorage CAN'T be NULL.
MODIFIED: Minor cleanup.
MODIFIED: Got rid of all C-style (Creature*) casts.
MODIFIED: Got rid of all C-style (Player*) casts.
ADDED: TO_GAMEOBJECT(ptr) static cast.
MODIFIED: Got rid of all C-style (Unit*), (Item*), (GameObject*) casts.