Index: /trunk/src/game/Object.cpp
===================================================================
--- /trunk/src/game/Object.cpp (revision 56)
+++ /trunk/src/game/Object.cpp (revision 58)
@@ -1453,6 +1453,8 @@
         return NULL;
     go->SetRespawnTime(respawnTime);
-    go->SetSpawnedByDefault(false); // do not save respawn time
-    go->SetOwnerGUID(GetGUID());
+    if(GetTypeId()==TYPEID_PLAYER || GetTypeId()==TYPEID_UNIT) //not sure how to handle this
+        ((Unit*)this)->AddGameObject(go);
+    else
+        go->SetSpawnedByDefault(false);
     map->Add(go);
 
Index: /trunk/src/game/Unit.h
===================================================================
--- /trunk/src/game/Unit.h (revision 44)
+++ /trunk/src/game/Unit.h (revision 58)
@@ -1219,4 +1219,8 @@
         void removeFollower(FollowerReference* /*pRef*/ ) { /* nothing to do yet */ }
         static Unit* GetUnit(WorldObject& object, uint64 guid);
+        template<class T> static T* GetObjectInWorld(uint64 guid, T* /*fake*/)
+        {
+            return ObjectAccessor::GetObjectInWorld(uint64 guid, T* /*fake*/)
+        }
 
         MotionMaster* GetMotionMaster() { return &i_motionMaster; }
Index: /trunk/src/bindings/scripts/scripts/zone/black_temple/boss_warlord_najentus.cpp
===================================================================
--- /trunk/src/bindings/scripts/scripts/zone/black_temple/boss_warlord_najentus.cpp (revision 57)
+++ /trunk/src/bindings/scripts/scripts/zone/black_temple/boss_warlord_najentus.cpp (revision 58)
@@ -217,5 +217,6 @@
             m_creature->SetInFront(m_creature->getVictim());
             SpineTargetGUID = target->GetGUID();
-            m_creature->SummonGameObject(GOBJECT_SPINE, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), m_creature->GetOrientation(), 0, 0, 0, 0, 30);
+            //must let target summon, otherwise you cannot click the spine
+            target->SummonGameObject(GOBJECT_SPINE, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), m_creature->GetOrientation(), 0, 0, 0, 0, 30);
 
             switch(rand()%2)
