void GetOtherSentinels(Unit* who)
        {
            bool *chosenAbilities = new bool[9];
            memset(chosenAbilities, 0, 9*sizeof(bool));
            selectAbility(pickAbilityRandom(chosenAbilities));

            ClearBuddyList();
            AddSentinelsNear(me);
            int bli;
            for (bli = 0; bli < 3; ++bli)
            {
                if (!NearbyGUID[bli])
                    break;

                Creature* pNearby = Unit::GetCreature(*me, NearbyGUID[bli]);
                if (!pNearby)
                    break;

                AddSentinelsNear(pNearby);
                CAST_AI(aqsentinelAI, pNearby->AI())->gatherOthersWhenAggro = false;
                CAST_AI(aqsentinelAI, pNearby->AI())->selectAbility(pickAbilityRandom(chosenAbilities));
            }
            /*if (bli < 3)
                DoYell("I dont have enough buddies.", LANG_NEUTRAL, 0);*/
            SendMyListToBuddies();
            CallBuddiesToAttack(who);

            delete[] chosenAbilities;
        }
    void GetOtherSentinels(Unit* who)
    {
        bool *chosenAbilities = new bool[9];
        memset(chosenAbilities, 0, 9*sizeof(bool));
        selectAbility(pickAbilityRandom(chosenAbilities));

        ClearBudyList();
        AddSentinelsNear(me);
        int bli;
        for (bli = 0; bli < 3; ++bli)
        {
            if (!nearby[bli])
                break;
            AddSentinelsNear(nearby[bli]);
            ((aqsentinelAI *)nearby[bli]->AI())->gatherOthersWhenAggro = false;
            ((aqsentinelAI *)nearby[bli]->AI())->selectAbility(pickAbilityRandom(chosenAbilities));
        }
        /*if (bli < 3)
            DoYell("I dont have enough buddies.", LANG_NEUTRAL, 0);*/
        SendMyListToBuddies();
        CallBuddiesToAttack(who);
    }