anchor.diff:    if fInHouse.IsDestroyed then //Someone has destroyed the house we were in
     begin
       fVisible := True;
  -      //If we are walking into/out of the house then don't set our position, ActionGoInOut will sort it out
  -    if   not (Action is TKMUnitActionGoInOut)
  -      or not TKMUnitActionGoInOut(Action).IsStarted then
  +    // If we are walking into/out of the house then don't set our position, ActionGoInOut will sort it out
  +    if not (Action is TKMUnitActionGoInOut)
  +    or not TKMUnitActionGoInOut(Action).IsStarted then
       begin
  -      //Position in a spiral nearest to entrance of house, updating IsUnit.
  +      // Position in a spiral nearest to entrance of house, updating IsUnit.
         if not gHands.FindPlaceForUnit(fInHouse.Entrance.X, fInHouse.Entrance.Y, Self, newCurrPosition, gTerrain.GetWalkConnectID(fInHouse.Entrance)) then
         begin
  -        //There is no space for this unit so it must be destroyed
  +        // There is no space for this unit so it must be destroyed
           //todo: re-route to KillUnit and let it sort out that unit is invisible and cant be placed
           fKilledBy := HAND_NONE;
  -        if    (Owner <> HAND_NONE)
  -          and not IsDeadOrDying
  -          and Assigned(OnUnitDied) then
  +        if (Owner <> HAND_NONE)
  +        and not IsDeadOrDying
  +        and Assigned(OnUnitDied) then
             OnUnitDied(Self);
   
           //These must be freed before running CloseUnit because task destructors sometimes need access to unit properties
  
positive.code:   try
      aHouse.GetListOfCellsWithin(cells);
      for I := 0 to cells.Count - 1 do
        Result := Result or gTerrain.Route_CanBeMade(aFrom, cells[I], aPass, aDistance);
    finally
      cells.Free;
    end;
  
negative.code: end;
  
  
  // Check if a route can be made to any tile around this house
  function TKMUnit.CanWalkTo(const aFrom: TKMPoint; aHouse: TKMHouse; aPass: TKMTerrainPassability; aDistance: Single): Boolean;
  var
    I: Integer;
  