[12312] Implement CONDITION_LAST_WAYPOINT - Thanks to Grz3s for testing
Fix compile
[12313] Fix some issues shown by Cppcheck
[12314] Move CombatMovement on/off setting to CreatureAI
[12315] Disable combat movement for npcs on vehicles
[12316] Add Unit::RemoveAllAurasOnEvade
[12317] Fix GCC compile. Thanks to LordJZ for input, and NEatElves for pointing
Revert changes that should not have been in recent commit
[12318] Improve processing of killed victim from Unit::DealDamage

hopefully fix all related bugs finally..
[12319] Fix Windows compile for Ad.exe
[12320] Fix build: nested classes shall obey the usual access rules, so SQLMSIteratorBounds could not access SQLMultiSIterator's private constructor, which is needed to construct the 'first' and 'second' members in its own constructor.
[12321] Fix check for spell incoming interval calculation. Correct a comment too.
Merge pull request #43 from evil-at-wow/quick_fixes

A few trivial, quick fixes.
[12322] Creature respawn position, use m_respawnPos as general respawn Position also for Creatures from DB. Now we can change Respawn Points in Script. Good for EscortAI and some Boss Scripts.

Note: SetSummonPoint is renamed to SetRespawnPoint. Didn't found any use of it in ScriptDev2 but if any please update script.
Move all PCH-related settings to property sheet
Do more checks if a Player can enter a map On Login

Also please feedback some experience what is supposed to happen in such cases.
AI-Event throwing and receiving implementation

Add new AI hooks to
* SendAIEvent (either around the npc, or to a specified npc)
* ReceiveAIEvent (hook to receive sent events)
Add ACTION_T_THROW_AI_EVENT and EVENT_T_RECEIVE_AI_EVENT to EventAI

A few heads and tails i see:
* An event usually has: Sender + Invoker, so we might need a new target-type to support both
* most eventAI Events are not triggered with an TARGET_T_INVOKER, so it is unclear how we could ie:
  Throw Event CRITICAL_HEALTH on 5% health - so for a healer the event-sender is good to know (and already known)
  But for a dd maybe the event-invoker (or dmg-dealer) would be better choice for knowing and to place an action onto him

* Do we need more AIEvent types for EventAI (maybe even switch to uint32, where first byte == sd2, second byte == eventAi, third byte = db-scripts forth-byte=core)
* Which parts currently in the core can be transferred to this system?
  As example I have in mind to replace SD2's dynamic casts for like starting an escort with event sending (EVENT_START_ESCORT)
Move all PCH-related settings to property sheet
More check on raid reset loading. If db reset time is corrupted and/or set in far future it was never been updated.