anchor.diff:  //end;
   
   
  -function TKMGUIGameSpectatorItemLinePopulation.GetValue(AHandIndex: Integer; ATag: Integer): String;
  +function TKMGUIGameSpectatorItemLinePopulation.GetValue(aHandIndex: Integer; ATag: Integer): String;
   var
     value: Integer;
   begin
  -  value := gHands[AHandIndex].Stats.GetUnitQty(TKMUnitType(ATag));
  -  Result := IfThen(value > 0, IntToStr(value), '');
  +  value := gHands[aHandIndex].Stats.GetUnitQty(TKMUnitType(ATag));
  +  Result := IfThen(value > 0, IntToStr(value));
   end;
   
   
  
positive.code:   //MainFunction - Left MB, Right MB
    //LMB - show only damaged houses or all houses
    //RMB - show all houses
    gHands[AHandIndex].GetNextHouseWSameType(HT, fLastHouseUIDs[HT], fHouseSketch, [hstHouse, hstHousePlan],
                                             GetVerifyHouseSketchFn(), hasDamagedHouses and aMainFunction);
    if not fHouseSketch.IsEmpty then
    begin
      gMySpectator.Highlight := fHouseSketch;
      H := gHands[AHandIndex].Houses.GetHouseByUID(fHouseSketch.UID);
      if H <> nil then
        gMySpectator.Selected := H;
      Result := KMPointF(fHouseSketch.Entrance); //get position on that house
  
negative.code: end;
  
  
  function TKMGUIGameSpectatorItemLineArmy.GetNextLoc(aHandIndex: Integer; ATag: Integer; aMainFunction: Boolean): TKMPointF;
  var
    nextGroup: TKMUnitGroup;
    UT: TKMUnitType;
  