void AIUpdate()
	{
		PlayerPointer CurrentPlayer = objmgr.GetPlayer( mPlayerGuid );
		if ( CurrentPlayer == NULLPLR )
		{
			RemoveAIUpdateEvent();
			mPlayerGuid = 0;
			return;
		};

		if ( CurrentPlayer->GetMapId() == 530 ) 		// Shattrath
		{
			CurrentPlayer->SafeTeleport( 530, 0, -1742.640869f, 5454.712402f, -7.928009f, 4.606363f );
		}
		else if ( CurrentPlayer->GetMapId() == 0 ) 		// Elwynn Forest
		{
			CurrentPlayer->SafeTeleport( 0, 0, -9569.150391f, -14.753426f, 68.051422f, 4.874008f );
		}
		else if ( CurrentPlayer->GetMapId() == 1 ) 		// Mulgore
		{
			CurrentPlayer->SafeTeleport( 1, 0, -1326.711914f, 86.301125f, 133.093918f, 3.510725f );
		};

		CurrentPlayer->SetMovement( MOVE_UNROOT, 1 );
		CurrentPlayer->CastSpell( CurrentPlayer, 42867, true ); // 24742
		_gameobject->SetUInt32Value(GAMEOBJECT_FLAGS,0);
		mPlayerGuid = 0;
		RemoveAIUpdateEvent();
	};
	void OnActivate( PlayerPointer pPlayer )
	{
		if ( pPlayer == NULLPLR || mPlayerGuid != 0 )
			return;

		// Do you think we should look for ai owner ?
		/*GameObjectPointer BlastCannon = pPlayer->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords( pPlayer->GetPositionX(), pPlayer->GetPositionY(), pPlayer->GetPositionZ(), 180515 );
		if ( BlastCannon != NULLGOB )
			BlastCannon->SetUInt32Value( GAMEOBJECT_FLAGS, 33 );*/

		pPlayer->CastSpell( pPlayer, 24832, true );
		pPlayer->SetMovement( MOVE_ROOT, 1 );
		_gameobject->PlaySoundToSet( 8476 );
		mPlayerGuid = pPlayer->GetGUID();
		RegisterAIUpdateEvent( 2200 );
	};