anchor.diff:    for I := 0 to gHands.Count - 1 do
     begin
       CheckBox_PlayerTypes[I, 0].Enabled := gHands[I].HasAssets;
  -    CheckBox_PlayerTypes[I, 1].Enabled := gHands[I].HasAssets;
  +    CheckBox_PlayerTypes[I, 1].Enabled := gHands[I].HasAssets and not (gGame.MapEditor.DefaultHuman = I);
       CheckBox_PlayerTypes[I, 2].Enabled := gHands[I].HasAssets;
   
       CheckBox_PlayerTypes[I, 0].Checked := gHands[I].HasAssets and (gGame.MapEditor.DefaultHuman = I);
  
positive.code:     //User cannot set player type undetermined
      if (not CheckBox_PlayerTypes[PlayerId, 1].Checked)
          and (not CheckBox_PlayerTypes[PlayerId, 2].Checked) then
          gGame.MapEditor.PlayerHuman[PlayerId] := true;
    end;
  
    Mission_PlayerTypesUpdate;
  
negative.code: 
    //There should be exactly one default human player
    if Sender = CheckBox_PlayerTypes[PlayerId, 0] then
    begin
      gGame.MapEditor.DefaultHuman := PlayerId;
      gGame.MapEditor.PlayerHuman[PlayerId] := True;
    end;
  
  
    if Sender = CheckBox_PlayerTypes[PlayerId, 1] then
  