anchor.diff:        end;
   
     if fAction = nil then
  -    raise ELocError.Create(gRes.Units[UnitType].GUIName + ' has no action at end of TKMSettledUnit.UpdateState',fPosition);
  +    raise ELocError.Create(gRes.Units[UnitType].GUIName + ' has no action at end of TKMSettledUnit.UpdateState', fPositionRound);
   
     Result := False;
   end;
  
positive.code:   LoadStream.Read(IsExchanging);
    LoadStream.Read(AnimStep);
    LoadStream.Read(fDirection);
    LoadStream.Read(fPosition);
    LoadStream.Read(fPrevPosition);
    LoadStream.Read(fNextPosition);
    LoadStream.Read(fDismissASAP);
  
negative.code:   if not (fHome is TKMHouseTower) or (fHome.CheckResIn(wtStone) <= 0) then
      Exit;
  
    enemy := gTerrain.UnitsHitTestWithinRad(fPositionRound, RANGE_WATCHTOWER_MIN, RANGE_WATCHTOWER_MAX, Owner, atEnemy, dirNA, not RANDOM_TARGETS);
  
    //Note: In actual game there might be two Towers nearby,
    //both throwing a stone into the same enemy. We should not
  