bool OnCheck(Player* source, Unit* /*target*/)
        {
            Battleground* bg = source->GetBattleground();
            if (!bg)
                return false;

            if (!bg->IsAllNodesConrolledByTeam(source->GetTeam()))
                return false;

            return true;
        }
        bool OnCheck(Player* source, Unit* /*target*/)
        {
            if (source->GetBattlegroundTypeId() != BATTLEGROUND_EY)
                return false;

            Battleground *pEotS = source->GetBattleground();
            if (!pEotS)
                return false;

            return pEotS->IsAllNodesConrolledByTeam(source->GetTeam());
        }