Scripts/Icecrown Citadel: The Teleporters in ICC are now Blizzlike *Upon entering the raid, the Lights Hammer teleporter is no longer immediately active. Both the Light's Hammer and the Oratory Portal will pop up after the completion of Lord Marrowgar as it does on official during 3.3.5a. *A teleporter in ICC can no longer teleport you to itself. *There is no longer a reason to allow GMs to use portals without available GOSSIP text and teleport locations. Therefore the teleports now use GO_FLAG_NOT_SELECTABLE when they are unavailable. In the future we can enable GMs to use portals without bosses defeated, however for now all it does is break the instance if some bosses are done out of order. *Currently the Upper Spire teleporter cannot be visited unless the event ColdFlameTraps is completed. This isn't blizz-like. During WotLK retail, the teleporter in the upper spire can be visited once any member has walked over an AreaTrigger which is located the moment you enter the UpperSpire Facade. The cold flame event has nothing to do with the teleporter, the cold flame event instead should be triggered to "DONE" when a rogue instead disarms it. *A bug has been addressed that causes the ColdFlameTraps event to not start back up after a server restart. The event will now restart as long as the player goes through the Saurfang->Upper Spire doorway; I'm not sure who required the doorway to be an area trigger, but it's hacky and not blizzlike. I have not yet addressed the area trigger problem with the doorway in this commit, mainly because the point of this commit is to make the ICC teleporters extremely Blizz-Like. *The "Conspicuous Lever" will now spawn inside of ICC. (From Sniff on Retail) While the lever currently doesn't do anything, in the future it will turn off the ColdFlame Traps. *The teleporter near Saurfang is not supposed to disable during the Intro. It disables whenever Saurfang enters combat with the players. The teleporter then enablers again when combat stops.

Closes #12834
Core/Creature: update creature_template and some other small things
http://www.trinitycore.org/f/topic/9572-creature-damage/
Core/Creature: Fix warning
DB/Misc: More event fixes

* Scripts repeating event between High Overlord Saurfang and Garrosh Hellscream in Warsong Hold
* Scripts repeating event between Chieftain Wintergale, Durm Icehide and Sage Aeire at Taunka'le Village

* A few texts for reward/accepting of quests
* On Agro texts for several creatures, even though these still need scripting with abillities
* A run-time error
* A bit of additional script for Watcher Leesa'oh to prevent npc bugging out (no npc flags) caused by sai not running if no player in grid and if player disappears will cause npc to remain without npc flags, as the sai to restore flags wont run from script if no player there, at start of script, script will set phase 1 with ooc to restore flags in that phase.
DB/Misc: Missing Spawns

Respawn the following creatures as tc had considerably less spawns of them than should have done

* Tua'kea Crab Trap 
* Nerub'ar Victim 
* Giant Tidecrawler
DB/Creature: Remnant of Dahlia Suntouch

Script event which occurs when Dahlia Suntouch is killed.
Core/Misc: Optimized locale loading
DB/Misc: Resubmission

Resubmit https://github.com/TrinityCore/TrinityCore/commit/c212c4fcc3bde1809e58fe1c16d37a29d70ce7bb with different guids
Remove uneeded files.
Core/Socket: Added helpers to retrieve the size of currently ready data
Core/Misc: Fixed loading trinity_string
DB/SAI: New Hearthglen Fixes

Several missing texts for creatures in New Hearthglen

Also scripts Admiral Barean Westwind (Dragonblight version)
Core/Transports: Delayed adding transport model to next tick after teleporting to fix race conditions happening when teleporting transport happens at the same time as destination map balances its dynamic LoS tree
Core/DBLayer: Fixed an incredibly rare memory leak happening when player started loading from database and never finished
Merge branch 'master' of https://github.com/TrinityCore/TrinityCore