Quest 4901 "Guardians of the Altar"
Move complex functions from Unit.h to Unit.cpp
Move complex functions from Object.h to Object.cpp
Core/Entities: Move complex function implementations from Creature.h to Creature.cpp
Fix build.
Commit: fuck mondays, i cba to fix it, its out
Core/Players: Implemented converting quests on faction change (keeping old faction quests in disabled state - not loaded during login) and restoring them if changing back to original faction

Closes #890
Closes #9248
Added missed change to previous commit
Core/Entities: Move complex function implementations from Player.h to Player.cpp
Merge remote-tracking branch 'origin/refactoring'
DB/Quests: Added a lot of factionchange quests
Core/Entities: nullify m_uint32Values after object deletion for better detection of access to deleted objects.
Scripts/Eye of Eternity: Fixed some silly code
Core: Fixed compile warnings and errors
Unbreak the build and renamed sql file to proper date
Core: Whitespace cleanup
Core/Items: Fixed a crash happening if items moved from bank were merged with items in inventory

Closes #9345
Core/Players: Corrected online flag set in database when logging out, spotted by e000

Closes #9310
Scripts/Eye of Eternity: Fix Arcane Barrage handling and a lot other mechanics

* Nexus Lords had a bit imba timers on Arcane Shork, sorry for it wrong information. Now have retail timers.
* Scion of Eternity Arcane Barrage had wrong timers also for intial random cast and for each after. They were a bit lower.
* Implemented source mechanic that will always differ target of cast X to target of next cast. All rest is % chance based on various cases can happen.
* Removed condition for Arcane Overlaod bubbles now aura will never ("disappear"), if two are at one place they will override each other, but damage will never be leaked test enough times so don't bother stating opposite. Damage in ALL cases is reduced.
* Made Malygos range outside of platform a bit shorter to match retail real distance that also fixed timings of bubble mechanic, now they will always be there, if you are fast enough.
* And finally fixed some slight stuff on Malygos spell. Now all will work and Arcane Storm has it's correct visual mechanic again.

Closes #9321
Update SQLOperation.h

Extra ';'.