Code:
_GossipCreateMenu(lua_State * L, Unit * ptr);
_GossipMenuAddItem(lua_State * L, Unit * ptr);
_GossipSendMenu(lua_State * L, Unit * ptr);
_GossipComplete(lua_State * L, Unit * ptr);
_GossipSendPOI(lua_State * L, Unit * ptr);
_GetName(lua_State * L, Unit * ptr);
_SendChatMessage(lua_State * L, Unit * ptr);
_MoveTo(lua_State * L, Unit * ptr);
_SetMovementType(lua_State * L, Unit * ptr);
_CastSpell(lua_State * L, Unit * ptr);
_CastSpellOnTarget(lua_State * L, Unit * ptr);
_FullCastSpell(lua_State * L, Unit * ptr);
_FullCastSpellOnTarget(lua_State * L, Unit * ptr);
_SpawnGameObject(lua_State * L, Unit * ptr);
_SpawnCreature(lua_State * L, Unit * ptr);
_GetX(lua_State * L, Unit * ptr);
_GetY(lua_State * L, Unit * ptr);
_GetZ(lua_State * L, Unit * ptr);
_GetO(lua_State * L, Unit * ptr);
_IsPlayer(lua_State * L, Unit * ptr);
_IsCreature(lua_State * L, Unit * ptr);
_RegisterEvent(lua_State * L, Unit * ptr);
_RemoveEvents(lua_State * L, Unit * ptr);
_SendBroadcastMessage(lua_State * L, Unit * ptr);
_SendAreaTriggerMessage(lua_State * L, Unit * ptr);
_KnockBack(lua_State * L, Unit * ptr);
_MarkQuestObjectiveAsComplete(lua_State * L, Unit * ptr);
_LearnSpell(lua_State * L, Unit* ptr);
_UnlearnSpell(lua_State * L, Unit * ptr);
_HasFinishedQuest(lua_State * L, Unit * ptr);
_GetItemCount(lua_State * L, Unit * ptr);
_IsInCombat(lua_State * L, Unit * ptr);
_GetMainTank(lua_State * L, Unit * ptr);
_GetAddTank(lua_State * L, Unit * ptr);
_ClearThreatList(lua_State * L, Unit * ptr);
_GetTauntedBy(lua_State * L, Unit * ptr);
_SetTauntedBy(lua_State * L, Unit * ptr);
_GetSoulLinkedWith(lua_State * L, Unit * ptr);
_SetSoulLinkedWith(lua_State * L, Unit * ptr);
_ChangeTarget(lua_State * L, Unit * ptr);
_GetHealthPct(lua_State * L, Unit * ptr);
_GetManaPct(lua_State * L, Unit * ptr);
_Emote(lua_State * L, Unit * ptr);
_SetHealthPct(lua_State * L, Unit * ptr);
_Despawn(lua_State * L, Unit * ptr);
_GetUnitBySqlId(lua_State * L, Unit * ptr);
_PlaySoundToSet(lua_State * L, Unit * ptr);
_RemoveAura(lua_State * L, Unit * ptr);
_StopMovement(lua_State * L, Unit * ptr);
_GetInstanceID(lua_State * L, Unit * ptr);
_GetClosestPlayer(lua_State * L, Unit * ptr);
_GetRandomPlayer(lua_State * L, Unit * ptr);
_GetRandomFriend(lua_State * L, Unit * ptr);
_AddItem(lua_State * L, Unit * ptr);
_RemoveItem(lua_State * L, Unit * ptr);
_CreateCustomWaypointMap(lua_State * L, Unit * ptr);
_CreateWaypoint(lua_State * L, Unit * ptr);
_DestroyCustomWaypointMap(lua_State * L, Unit * ptr);
_MoveToWaypoint(lua_State * L, Unit * ptr);
_SetCombatCapable(lua_State * L, Unit * ptr);
_SetCombatMeleeCapable(lua_State * L, Unit * ptr);
_SetCombatRangedCapable(lua_State * L, Unit * ptr);
_SetCombatSpellCapable(lua_State * L, Unit * ptr);
_SetCombatTargetingCapable(lua_State * L, Unit * ptr);
_SetNPCFlags(lua_State * L, Unit * ptr);
_SetModel(lua_State * L, Unit * ptr);
_SetScale(lua_State * L, Unit * ptr);
_SetFaction(lua_State * L, Unit * ptr);
_SetStandState(lua_State * L, Unit * ptr);
TeleportUnit(lua_State * L, Unit * ptr);
_GetPlayerClass(lua_State * L, Unit * ptr);
_ClearHateList(lua_State * L, Unit * ptr);
_WipeHateList(lua_State * L, Unit * ptr);
_WipeTargetList(lua_State * L, Unit * ptr);
_WipeCurrentTarget(lua_State * L, Unit * ptr);
_GetHealth(lua_State * L, Unit * ptr);
_GetMaxHealth(lua_State * L, Unit * ptr);
_SetHealth(lua_State * L, Unit * ptr);
_SetMaxHealth(lua_State * L, Unit * ptr);
_SetFieldFlags(lua_State * L, Unit * ptr);
// GO Gossip Stuff
GameObject_GetName(lua_State * L, GameObject * ptr);
GameObject_Teleport(lua_State * L, GameObject * ptr);
GameObject_GossipCreateMenu(lua_State * L, GameObject * ptr);
GameObject_GossipMenuAddItem(lua_State * L, GameObject * ptr);
GameObject_GossipSendMenu(lua_State * L, GameObject * ptr);
GameObject_GossipComplete(lua_State * L, GameObject * ptr);
Object_GossipSendPOI(lua_State * L, GameObject * ptr);
GameObject_SpawnCreature(lua_State * L, GameObject * ptr);
GameObject_PlayCustomAnim(lua_State * L, GameObject * ptr);
GameObject_PlaySoundToSet(lua_State * L, GameObject * ptr);