anchor.diff:    LoadStream.Read(IsExchanging);
     LoadStream.Read(AnimStep);
     LoadStream.Read(fDirection);
  -  LoadStream.Read(fPosition);
  +  LoadStream.Read(fPositionRound);
     LoadStream.Read(fPrevPosition);
     LoadStream.Read(fNextPosition);
     LoadStream.Read(fDismissASAP);
  
positive.code:   fIsDead       := True;
    fThought      := thNone;
    fPositionF    := KMPOINTF_ZERO;
    fPosition := KMPOINT_ZERO;
    fPrevPosition := fPosition;
    fNextPosition := fPosition;
    Owner        := HAND_NONE;
    //Do not reset the unit type when they die as we still need to know during Load
    //fUnitType     := utNone;
  
negative.code: 
    //We only need to update fog of war regularly if we're using dynamic fog of war, otherwise only update it when the unit moves
    if gGameParams.DynamicFOW and (fTicker mod FOW_PACE = 0) then
      gHands.RevealForTeam(Owner, fPositionRound, gRes.Units[fType].Sight, FOG_OF_WAR_INC);
  
    UpdateThoughts;
    UpdateHitPoints;
  