scripts/gameobject: correct reset of gameobjects (cages/prisons), move command out of if statement
Script/AQ: Rewrite Skeram

Add spell_target_position for Skeram

Viscidus cosmetic fix

Cosmetic fix

Cosmetic fix .sql
Update
Fix
Core/Conditions: implement CONDITION_SOURCE_TYPE_SPELL_PROC and use it in old and new proc system

Usage:
SourceTypeOrReferenceId: 24
- SourceGroup: always 0
- SourceEntry: spell id of aura which triggers the proc
- ConditionTarget:
 * 0 - Actor
 * 1 - ActionTarget
Fix pets lagging behind and despawning by slightly adjusting speed
if too far from owner.

Closes #8740
Update src/server/game/Entities/Unit/Unit.cpp

Fix crash on "tame pet"
Update src/server/game/Entities/Unit/Unit.cpp

Code style cleanup
Update src/server/game/Entities/Unit/Unit.cpp

Revert codestyle changes to cut down on calls to GetCharmerOrOwner()
DB/SAI: More conversions from EAI
DB/SAI: Fix errors
DB/SAI: EAI to SAI conversions with text
DB/SAI: Fix error in sql
Core/Quest: Drop table quest_end_scripts
Add missing changes in 7b9b67a3b3bb88566b15abab4d47c2c64717f548 (fucking save button)
DB/SAI: More conversions from EAI to SAI
Core/Vehicles: Fixed seat id for auras with SPELL_AURA_CONTROL_VEHICLE. Also always allow npc passengers to cast spells and remove TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE hacks.

* Author: Horn. Please give feedback, I tested a lot stuff, but it will be appreciated.
* One of the fixes allow all creatures to cast when being passangers, researched, this doesn't involve players.
* This basically rewrittes vehicle seat formula calculated, so it fix quite stuff that will not be visible and some eye candies: #3831 and #1984 Heart part ;) (which magically fix a lot more of it and some quests), also Yog-Sarron mechanics
DB/SAI: fix error in sql
Merge branch 'master' of git://github.com/TrinityCore/TrinityCore
DB/SAI: EAI to SAI conversions