[z2195] Don't calculate fall damage while a player is on an elevator

Signed-off-by: Schmoozerd <schmoozerd@cmangos>

(based on commit [12283] - 022c558)

(based on commit [s1829] - 3851df8)
[z2196] Fix initialisation for far away GOs

(based on commit [12284] - 47bcb3a)

(based on commit [s1830] - f3faacb)
[z2197] Fix and improve last commit

Signed-off-by: Schmoozerd <schmoozerd@cmangos>

(based on commit [12285] - 50c2c0f)

(based on commit [s1831] - d37de7d)
[z2198] Let summoned traps trigger when there is any unfriendly unit nearby

(based on commit [12286] - 2ccd2d9)

(based on commit [s1832] - f39c9cd)
[z2199] Add support to toggle UNIT_FLAGS with TemporaryFaction changes

(based on commit [12292] - e835ccd)

(based on commit [s1833] - 607a0da)
Update script_commands.txt documentation file. Thx to Grz3s for reminding

(based on commit 039f617)

Signed-off-by: Xfurry <xfurry@scriptdev2.com>

(based on commit fc29d7f)

Signed-off-by: Xfurry <xfurry@scriptdev2.com>
[z2200] Fixup DBScriptEngine Doc file. Thx to NeatElves for pointing

(based on commit [12295] - 5a54e15)

(based on commit [s1834] - 1984545)
[z2201] Add new SCRIPT_COMMAND_TERMINATE_SCRIPT (31) command to DBScriptsEngine

This command can be used to terminate the execution of a DB Script, depening if an (alive) npc is nearby

Without data_flogs & COMMAND_ADDITIONAL, further steps of the script be will terminated if the provided npc is not found (alive) in the search radius

With data_flags & COMMAND_ADDITIONAL, further steps of the script will be terminated if the provided npc is found (alive) in the search radius

This can (for example) be used to prevent double spawning of an npc.
But remark that the order of the script steps are time depending, so you must be sure that the terminate command is handled before (lesser delay) the commands that should be skipped

(based on commit [12296] - dcf5dd7)

(based on commit [s1835] - 2c90dc8)
[z2202] DBScriptsEngine - Prevent multi execution for same scripts for most cases

Note: In the moment only dbscripts_on_quest_*, _on_gossip and _on_event are handled this way

(based on commit [12297] - fa0f3dc)

(based on commit [s1836] - a68f78e)
[z2203] Add possibility to toggle WaypointMovement WaitTimer

* Use this to allow SCRIPT_COMMAND_TERMINATE_SCRIPT to toggle the WaitTimer of a waypoint-moving creature
* Also fix a typo in recent commit, thx to Grz3s for pointing

(based on commit [12298] - 44bf5de)

(based on commit [s1837] - d82c010)
Fix possible glitch in recent commit. Thx to Grz3s for pointing

(based on commit 99689e1)

Signed-off-by: Xfurry <xfurry@scriptdev2.com>

(based on commit 339ce96)

Signed-off-by: Xfurry <xfurry@scriptdev2.com>
[z2204] Add support to pause Waypoint Movement

Also add new SCRIPT_COMMAND_PAUSE_WAYPOINTS to do so.

Notes:
- Pausing waypoint movement will not stop the movement in between two waypoints
- When a waypoint is reached while in paused state, scripts of the reached waypoint are not executed until the movement is unpaused
- Be sure to have waittime > 0 when you intend to pause waypoint movement as a result of the db-script on reaching a waypoint

(based on commit [12299] - ebaf984)

(based on commit [s1838] - 258d521)
[z2205] Let traps trigger when any unfriendly is nearby

Idea to change check depending if the trap is player controlled by rsa

(based on commit [12301] - d0478f3)

(based on commit [s1839] - 8ea34af)