Mangos 9092 - 9112
Fixed typo in function name.
Implement periodic dummy aura for spell 48630 and 59275
Implement periodic dummy aura for spell 46041
Allow apply .modify scale to targeted creature (without save
scale).

Also add command description to mangos.sql.
Implement periodic dummy aura for spell 52441

Note speed is not really reduced as expected, this need correction in
other parts of code.
Implement periodic dummy aura for spell 53520
More correct targets selection for target pairs with TARGET_SELF2

* Many spell effects that have A target mode SELF2 expected applied to
enemy
target selected by targetmode B so we need skip SELF2 target mode.
* remove SEFL2 from explicit positive target modes.

Implement periodic dummy aura for spell 55592

Also correct second cast, expected for spell 53520
Set MaxTargets limit for spell 31347
Correct target mode 48, and rename to something more meaningful

Also adjust target 49/50 angles to be really left/right.
Use FillRaidOrPartyHealthPriorityTargets for 34861 and ranks.
Make gcc happy with muti-byte char casts and use more readable
magic strings.
Avoid send reset warning to map/difficulty cases without fixed
reset time.
Add missing argument in error message, _LoadSkills()
Add script effect for spell 47097

Also add areaflag hack to detect correct areaId
Fix most of the gcc warnings

* use UI64FMTD instead of "%u" for uint64 output
* on most *NIX systems, I64FMT is "%016lX" and not "%016llX"
* also fix typo: renamed GridMap::loadHeihgtData to
GridMap::loadHeightData

Note: there are still many warnings from the 3rd party libraries g3dlite
and ACE. Those warnings won't be fixed with that commit.
Also, a few warnings from MaNGOS are left, they'll be fixed later.
Adjust max nextMoveTime to 10000+totalTravelTime for random
movement

This is apparently closer to how the world should look like, which is
still of course a best guesstimate.
Removing the option for run chance from generic random movement
generator

Npcs with random movement in general do not behave like this, and movement
that fits the pattern of a mixed movement run/walk must be made instead if
needed.
Some cosmetic cleanup in random movement code.
Implement ConditionType CONDITION_LEVEL for PlayerCondition
Limit maxTargets for spell 42005














just DTS and AC