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);
 }