If the target source already has its AIname set, show a more proper error when attempting to create a script for this entry
When attempting to create a new script for a creature/gameobject that already has its AIName set but not to SmartAI, we now prompt the user if he wants to generate a query to set the AIName to be cleared
Also support SmartGameObjectAI instead of only SmartAI in my previous commit
Add searching functionality for searching for creatures using SMART_EVENT_TEXT_OVER
Add a spell id search button to the third parameter of SMART_EVENT_TARGET_CASTING and switch three wrong event parameters in the SQLite database
Add support to search for quests when using SMART_EVENT_ACCEPTED_QUEST and SMART_EVENT_REWARD_QUEST
Add support to search for emotes when using SMART_EVENT_RECEIVE_EMOTE
Don't attempt to close the main form when pressing Escape
Also allow searching for spell schools when using SMART_EVENT_SPELLHIT_TARGET
Implement searching for creature entries when using SMART_EVENT_KILL's 4th parameter (the code was there, we just didn't enable the button yet)
Enable searching for creatures when using SMART_EVENT_SUMMONED_UNIT (first parameter)
Clean up and add some changes to the SQLite database for event type information
Implement searching for emotes in all parameters for SMART_ACTION_RANDOM_EMOTE and some grammar cleanup in the SQLite database
Implement searching for spell id's in the second parameter of SMART_ACTION_CALL_CASTEDCREATUREORGO
Implement SMART_ACTION_INSTALL_AI_TEMPLATE with all parameter possibilities and whatnot...
When generating comments, write "<Could not generate name>" for names that could not be found in the database
Allow the sql output form to be maximized
Allow executing only the selected SQL in the sql output form
Don't print 'for the given source_type (<sourcetype string>)' when a script was not found. We check for all sourcetypes
Rename ACTION_UNUSED_79 to ACTION_SET_RANGED_MOVEMENT