Scripts/Eye of Eternity: Rewrite Arcane Barrage mechanic

* Note that even after last changes happens I'm not sure exactly how the timers are controlled. The wipe chance should be a lot smaller now.. Any further change I can think of is beyond what I see. The main problem is currently. In theory there is chance, If timers get to be same with delay lesser than 2 seconds and if target randomisations select same target for shit out of luck reason. And if starting different timers were matching you can be hit atleast 2-3 times and on 25 mode maybe more. The timers are not with fixed difference for sure is all I know.
Spells/Warlock: Fixed Unstable Affliction's backfire damage.
DB/Misc:

Add Missing Sunreaver Guardian Mage (thx aokromes) Closes #9311
Add SAI for Mission: The Abyssal Shelf (thx Kirkhammett)
DB/SAI: Add SAI for quest "A Worthy Weapon"

Closes #9250
SQL: Fix typo
Core/PacketIO: Updated and enabled CMSG_BUG & CMSG_CALENDAR_COMPLAIN
Merge branch 'master' of github.com:TrinityCore/TrinityCore into 4.3.4
Core/Spells: Improved facing setting for creature casts
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
DB/Gameobject: Add missing Gameobject

Closes #8948
DB/Waypoints: add waypoints for Doomsayer Jurim, thx Kelsarhu

Closes #8958
Fix build.
DB/Quest: fix some questrequirements in BE start zone by Praxious, Closes #9156

Commit: fix naming on previous file, fix typo in 2013_03_04_00
DB/SAI: add SAI for quest: The Admiral Revealed (12852)

Closes #9094
Commit: its monday.......
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