anchor.diff:  
   implementation
   uses
  +  Math,
     KM_Game, KM_GameInputProcess, KM_HandsCollection, KM_Hand, KM_HandSpectator, KM_InterfaceGame, KM_RenderUI,
     KM_Resource, KM_ResFonts, KM_ResTexts, KM_ResKeys, KM_ResHouses, KM_ResSound, KM_ResCursors, KM_ResUnits, KM_Pics,
     KM_Units_Warrior, KM_Utils, KM_Defaults, KM_Sound, KM_CommonUtils;
  
positive.code:   Panel_Unit.Show;
  
    // Common properties
    Label_UnitName.Caption      := gRes.Units[aUnit.UnitType].GUIName;
    Image_UnitPic.TexID         := gRes.Units[aUnit.UnitType].GUIScroll;
    Image_UnitPic.FlagColor     := gHands[aUnit.Owner].FlagColor;
  
    ConditionBar_Unit.Position  := aUnit.Condition / UNIT_MAX_CONDITION;
    Label_UnitTask.Caption      := aUnit.GetActivityText;
  
    Button_Unit_Dismiss.Visible := SHOW_DISMISS_UNITS_BTN
  
negative.code:     procedure Army_Issue_Order(Sender: TObject);
      procedure ShowDismissBtn;
      procedure Unit_Scroll_Click(Sender: TObject);
      procedure Show_Common(aUnit: TKMUnit);
    protected
      Panel_Unit: TKMPanel;
        Image_PlayerFlag: TKMImage;
        Label_UnitName: TKMLabel;
        Label_UnitCondition: TKMLabel;
        Label_UnitTask: TKMLabel;
  