void OnDied(Unit * mKiller) { if(_unit->isAlive()) { } else { GameObject *pDoor = _unit->GetMapMgr()->GetInterface()->GetObjectNearestCoords(18972, -129.034f, 2166.16f, 129.187f); if(pDoor == 0) return; pDoor->SetUInt32Value(GAMEOBJECT_FLAGS, 1); pDoor->SetUInt32Value(GAMEOBJECT_STATE, 0); } }