void WaypointReached(uint32 uiPointId) override
    {
        switch (uiPointId)
        {
            case 3:
                DoScriptText(SAY_ENTER_OWL_THICKET, m_creature);
                break;
            case 10: // Cavern 1
            case 15: // Cavern 2
            case 20: // Cavern 3
            case 25: // Cavern 4
            case 36: // Cavern 5
                m_uiCurrentWaypoint = uiPointId;
                DoChannelTorchSpell();
                break;
            case 39:
                m_uiCurrentWaypoint = uiPointId;
                StartNextDialogueText(SAY_REACH_ALTAR_1);
                SetEscortPaused(true);
                break;
            case 41:
            {
                // Search for all nearest lights and respawn them
                std::list<GameObject*> m_lEluneLights;
                GetGameObjectListWithEntryInGrid(m_lEluneLights, m_creature, GO_ELUNE_LIGHT, 20.0f);
                for (std::list<GameObject*>::const_iterator itr = m_lEluneLights.begin(); itr != m_lEluneLights.end(); ++itr)
                {
                    if ((*itr)->isSpawned())
                        continue;

                    (*itr)->SetRespawnTime(115);
                    (*itr)->Refresh();
                }

                if (GameObject* pAltar = m_creature->GetMap()->GetGameObject(m_altarGuid))
                    m_creature->SetFacingToObject(pAltar);
                break;
            }
            case 42:
                // Summon the 2 priestess
                SetEscortPaused(true);
                DoSummonPriestess();
                DoScriptText(SAY_RANSHALLA_ALTAR_2, m_creature);
                break;
            case 44:
                // Stop the escort and turn towards the altar
                SetEscortPaused(true);
                if (GameObject* pAltar = m_creature->GetMap()->GetGameObject(m_altarGuid))
                    m_creature->SetFacingToObject(pAltar);
                break;
        }
    }
        void WaypointReached(uint32 pointId)
        {
            switch(pointId)
            {
                case 3:
                    Talk(SAY_ENTER_OWL_THICKET);
                    break;
                case 10: // Cavern 1
                case 15: // Cavern 2
                case 20: // Cavern 3
                case 25: // Cavern 4
                case 36: // Cavern 5
                    DoChannelTorchSpell();
                    break;
                case 39:
                    StartNextDialogueText(SAY_REACH_ALTAR_1);
                    SetEscortPaused(true);
                    break;
                case 41:
                {
                    // Search for all nearest lights and respawn them
                    std::list<GameObject*> eluneLights;
                    GetGameObjectListWithEntryInGrid(eluneLights, me, GO_ELUNE_LIGHT, 20.0f);
                    for (std::list<GameObject*>::const_iterator itr = eluneLights.begin(); itr != eluneLights.end(); ++itr)
                    {
                        if ((*itr)->isSpawned())
                            continue;

                        (*itr)->SetRespawnTime(115);
                        (*itr)->Refresh();
                    }

                    if (GameObject* altar = me->GetMap()->GetGameObject(_altarGUID))
                        me->SetFacingToObject(altar);
                    break;
                }
                case 42:
                    // Summon the 2 priestess
                    SetEscortPaused(true);
                    DoSummonPriestess();
                    Talk(SAY_RANSHALLA_ALTAR_2);
                    events.ScheduleEvent(EVENT_RESUME,2000);
                    break;
                case 44:
                    // Stop the escort and turn towards the altar
                    SetEscortPaused(true);
                    if (GameObject* altar = me->GetMap()->GetGameObject(_altarGUID))
                        me->SetFacingToObject(altar);
                    break;
            }
        }