anchor.diff:          end
           else // House was destroyed
           begin
  +          if (House <> nil) then
  +            gHands.CleanUpHousePointer(House);
             SumCalculated := SumCalculated - 1;
           end;
         end;
  
positive.code:   var
      Exhausted: Boolean;
    begin
      with fPlannedHouses[aHT].Plans[aIdx] do
      begin
        case aHT of
  
negative.code:         begin
            if (aHT in [ht_GoldMine, ht_IronMine, ht_CoalMine, ht_Quary]) AND CheckMine(I) then // Filter mines / chop-only woodcutters
              continue;
            Bid := + DistFromStore(Loc)
                   + ObstaclesInHousePlan(aHT, Loc)
                   - Byte((aHT = ht_Woodcutters) AND ChopOnly) * CHOP_ONLY_ADVANTAGE; // Chop only mode
            if (Bid < BestBid) then
            begin
              BestBid := Bid;
  