void JustDied(Unit *victim)
    {
        if (m_pInstance)
        {
            m_pInstance->SetData(DATA_HIGHWARLORDNAJENTUSEVENT, DONE);
            ToggleGate(false);
        }

        DoScriptText(SAY_DEATH, m_creature);
    }
    void Reset()
    {
        ToggleGate(OPEN);

        SetCombatMovement(true);
        m_bInMelee                  = true;

        m_uiKnockAwayTimer          = urand(15000, 20000);
        m_uiPummelTimer             = urand(5000, 10000);
        m_uiShootTimer              = 1000;
        m_uiSummonRiflemanTimer     = 5000;
    }
 void JustDied(Unit* Victim)
 {
     ToggleGate(OPEN);
 }
 void Aggro(Unit* pWho) override
 {
     ToggleGate(CLOSED);
 }