anchor.diff:      if fFightDelay > 0 then
       begin
         dec(fFightDelay);
  -      Result := true; //Means exit from Execute
  -      exit;
  +      Result := True; //Means exit from Execute
  +      Exit;
       end;
   
       fFightDelay := -1; //Reset
  
positive.code: 
  
  //A result of true means exit from Execute
  function TUnitActionFight.ExecuteProcessMelee(Step:byte):boolean;
  var IsHit: boolean; Damage: word;
  begin
    Result := false;
    //Melee units place hit on this step
  
negative.code:   if TKMUnitWarrior(fUnit).IsRanged then
    begin
      if ExecuteProcessRanged(Step) then
        Exit;
    end
    else
      if ExecuteProcessMelee(Step) then
        Exit;
  
    //Aiming Archers and pausing melee may miss a few ticks, (exited above) so don't put anything critical below!
  
    StepDone := (fUnit.AnimStep mod Cycle = 0) or TKMUnitWarrior(fUnit).IsRanged; //Archers may abandon at any time as they need to walk off imediantly
    Inc(fUnit.AnimStep);
  end;
  
  
  