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 Reset()
 {
     if (!me->isDead())
     {
         for (int i=0; i<3; ++i)
         {
             if (!NearbyGUID[i])
                 continue;
             if (Creature* pNearby = Unit::GetCreature(*me, NearbyGUID[i]))
             {
                 if (pNearby->isDead())
                     pNearby->Respawn();
             }
         }
     }
     ClearBuddyList();
     gatherOthersWhenAggro = true;
 }
 aqsentinelAI(Creature* c) : ScriptedAI(c)
 {
     ClearBuddyList();
     abselected = 0;                                     // just initialization of variable
 }
 void Initialize()
 {
     ClearBuddyList();
     gatherOthersWhenAggro = true;
 }