anchor.diff:                         begin
                            //Else abort loading and fail
                            DebugScriptError('Map file couldn''t be found');
  -                         exit;
  +                         Exit;
                          end;
                        end;
     ct_SetMaxPlayer:   begin
  
positive.code:                        fGame.MissionMode := mm_Tactic; //todo: Refactor this (do not set values to fGame!)
                       end;
    ct_SetCurrPlayer:  begin
                       if InRange(ParamList[0],0,fPlayers.Count-1) then
                         CurrentPlayerIndex := ParamList[0];
                       end;
    ct_SetHumanPlayer: begin
                       if fPlayers <> nil then
  
negative.code:   ct_AddWareToSecond:begin
                         MyInt:=ParamList[1];
                         if MyInt = -1 then MyInt:=High(Word); //-1 means maximum resources
                         Storehouse:=TKMHouseStore(fPlayers.Player[fCurrentPlayerIndex].FindHouse(ht_Store,2));
                         if (Storehouse<>nil) and (InRange(ParamList[0]+1,1,28)) then Storehouse.AddMultiResource(TResourceType(ParamList[0]+1),MyInt);
                       end;
    ct_AddWeapon:      begin
                         MyInt:=ParamList[1];
                         if MyInt = -1 then MyInt:=High(Word); //-1 means maximum weapons
                         Barracks:=TKMHouseBarracks(fPlayers.Player[fCurrentPlayerIndex].FindHouse(ht_Barracks,1));
                         if (Barracks<>nil) and (InRange(ParamList[0]+1,17,27)) then Barracks.AddMultiResource(TResourceType(ParamList[0]+1),MyInt);
                       end;
    ct_BlockHouse:     begin
                         if InRange(ParamList[0],0,HOUSE_COUNT-1) then
                           fPlayers.Player[fCurrentPlayerIndex].Stats.AllowToBuild[ParamList[0]+1]:=false;
                       end;
    ct_ReleaseHouse:   begin
                         if InRange(ParamList[0],0,HOUSE_COUNT-1) then
                           fPlayers.Player[fCurrentPlayerIndex].Stats.BuildReqDone[ParamList[0]+1]:=true;
                       end;
   ct_ReleaseAllHouses:begin
                         for i:=1 to HOUSE_COUNT do
                           fPlayers.Player[fCurrentPlayerIndex].Stats.BuildReqDone[i]:=true;
                       end;
    ct_SetGroup:       begin
                         if InRange(ParamList[0],14,23) then //Needs changing to 29 once TPR troops are supported
                                                             //@Lewin: We need a sort of UnitIsArmy procedure somewhere
                                                             //cos atm there are too many places where values input by hand
                                                             //and if we to add e.g. new unit we'll need to fix all those manualy
                           fLastTroop := TKMUnitWarrior(fPlayers.Player[fCurrentPlayerIndex].AddGroup(
                             TroopsRemap[ParamList[0]],
                             KMPointX1Y1(ParamList[1],ParamList[2]),
                             TKMDirection(ParamList[3]+1),
                             ParamList[4],
                             ParamList[5],
                             fParsingMode=mpm_Editor //Editor mode = true
                             ));
                       end;
    ct_SendGroup:      begin
                         if fLastTroop <> nil then
                           fLastTroop.OrderWalk(KMPointDir(KMPointX1Y1(ParamList[0],ParamList[1]),ParamList[2]))
                         else
                           DebugScriptError('ct_SendGroup without prior declaration of Troop');
                       end;
    ct_SetGroupFood:   begin
                         if fLastTroop <> nil then
                           fLastTroop.SetGroupFullCondition
                         else
                           DebugScriptError('ct_SetGroupFood without prior declaration of Troop');
                       end;
    ct_AICharacter:    begin
                         if fPlayers.Player[fCurrentPlayerIndex].PlayerType <> pt_Computer then exit;
                         iPlayerAI := fPlayers.Player[fCurrentPlayerIndex].AI; //Setup the AI's character
                         if TextParam = PARAMVALUES[cpt_Recruits]     then iPlayerAI.ReqRecruits         := ParamList[1];
                         if TextParam = PARAMVALUES[cpt_Constructors] then iPlayerAI.ReqWorkers          := ParamList[1];
                         if TextParam = PARAMVALUES[cpt_WorkerFactor] then iPlayerAI.ReqSerfFactor       := ParamList[1];
  