void DamageTaken(Unit* u, uint32& /*damage*/) { OnOwnerDamagedBy(u); }
void OwnerDamagedBy(Unit* u) { OnOwnerDamagedBy(u); }
void DamageTaken(Unit* u, uint32& /*damage*/) { if (!u->IsInCombat() && !me->IsInCombat()) return; OnOwnerDamagedBy(u); }
void DamageTaken(Unit* u, uint32& /*damage*/) { OnOwnerDamagedBy(u); }
void OwnerDamagedBy(Unit* u) { OnOwnerDamagedBy(u); }
void DamageTaken(Unit* u, uint32& /*damage*/) { if (!u->IsInCombat() && !me->IsInCombat()) return; OnOwnerDamagedBy(u); }