anchor.diff:  var
     UnitType, AnimAct, AnimDir, TeamColor:byte;
     XPaintPos, YPaintPos: single;
  -  i, px, py:integer;
  +  i:integer;
     UnitPosition: TKMPoint;
   begin
   Inherited;
  
positive.code: 
  //Notice: any warrior can get Order (from its commander), but only commander should get Orders from Player
  procedure TKMUnitWarrior.PlaceOrder(aWarriorOrder:TWarriorOrder; aLoc:TKMPointDir; aOnlySetMemebers:boolean=false);
  var i,px,py:integer; NewLoc:TKMPoint; PassedCommander: boolean;
  begin
    if (fCommander <> nil) or (not aOnlySetMemebers) then
    begin
  
negative.code:     fState    := ws_None; //Clear other states
      fOrderLoc := aLoc;
    end;
  
    if (fCommander=nil)and(fMembers <> nil) then //Don't give group orders if unit has no crew
    for i:=1 to fMembers.Count do begin
      NewLoc := GetPositionInGroup2(aLoc.Loc.X, aLoc.Loc.Y, TKMDirection(aLoc.Dir+1),
                                    i+1, fUnitsPerRow, fTerrain.MapX, fTerrain.MapY);
      TKMUnitWarrior(fMembers.Items[i-1]).PlaceOrder(aWarriorOrder, KMPointDir(NewLoc.X,NewLoc.Y,aLoc.Dir))
    end;
  end;
  
  