anchor.diff:  
     Button_Unit_Dismiss.Visible := SHOW_DISMISS_UNITS_BTN
                                    and aUnit.Dismissable   // Its possible to block dismiss from scripts
  -//                                 and not fAskDismiss               // Hide button, when dismiss panel is open
                                    and gMySpectator.IsSelectedMyObj; // Allow to dismiss only our units
   
     if aUnit.IsDismissing then
     begin
       Button_Unit_Dismiss.TexID := 668;
  -    Button_Unit_Dismiss.Hint := 'Cancel dismiss';
  +    Button_Unit_Dismiss.Hint := 'Cancel unit dismiss';
       Button_Unit_Dismiss.Enabled := aUnit.IsDismissCancelAvailable;
       Panel_Unit_Dismiss.Visible := False;
     end else begin
  
positive.code: 
      Button_Unit_Dismiss   := TKMButton.Create(Panel_Unit,65,41,30,30,667, rxGui, bsGame);
      Button_Unit_Dismiss.OnClick := Dismiss_Click;
  //    Button_Unit_Dismiss.Hint := 'Dismiss unit'; //Todo translate
  
      Label_UnitTask        := TKMLabel.Create(Panel_Unit,65,80,116,60,'',fnt_Grey,taLeft);
      Label_UnitTask.AutoWrap := True;
      Label_UnitDescription := TKMLabel.Create(Panel_Unit,0,132 + 50,TB_WIDTH,200,'',fnt_Grey,taLeft); // Taken from LIB resource
      Label_UnitDescription.AutoWrap := True;
  
      Panel_Unit_Dismiss := TKMPanel.Create(Panel_Unit, 0, 132, TB_WIDTH, 182);
  
negative.code:       TKMUnitGroup(gMySpectator.Selected).KillGroup
      else
        gGame.GameInputProcess.CmdUnit(gic_UnitDismiss, TKMUnit(gMySpectator.Selected));
    end
    else
    begin
  