anchor.diff:    NewSelected := gHands.GetUnitByUID(gGameCursor.ObjectUID);
   
     //In-game player can select only own and ally Units
  -  if not (gGame.GameMode in [gmMultiSpectate, gmMapEd, gmReplaySingle, gmReplayMulti]) then
  -    UpdateNewSelected(NewSelected);
  +  UpdateNewSelected(NewSelected);
   
     //Don't allow the player to select dead units
     if ((NewSelected is TKMUnit) and TKMUnit(NewSelected).IsDeadOrDying)
  
positive.code:     NewSelected := gHands.HousesHitTest(gGameCursor.Cell.X, gGameCursor.Cell.Y);
  
      //In-game player can select only own and ally Units
      if not (gGame.GameMode in [gmMultiSpectate, gmMapEd, gmReplaySingle, gmReplayMulti]) then
        UpdateNewSelected(NewSelected, True);
  
      //Don't allow the player to select destroyed houses
      if (NewSelected is TKMHouse) and TKMHouse(NewSelected).IsDestroyed then
  
negative.code: var
    TmpSelected: TObject;
  begin
    //We do not want to change Selected object actually, just update fIsSelectedMyObj field is good enought
    TmpSelected := Selected;
    UpdateNewSelected(TmpSelected);
  end;
  
  