anchor.diff:      ar_ActDone:      FreeAndNil(fCurrentAction);
       ar_ActAborted:   FreeAndNil(fCurrentAction);
     end;
  -  fCurrPosition := KMPointRound(fPosition);
  +  CurrPosition := KMPointRound(fPosition);
   
   
     Assert((fUnitTask = nil) or (fUnitTask is TKMTaskDie));
  
positive.code:         Result := true;
          exit;
        end;
  
        //Make sure these are reset properly
        Assert(not gTerrain.HasUnit(fCurrPosition));
  
negative.code:     or (TKMUnitActionGoInOut(GetUnitAction).GetWaitingForPush) then
      begin
        //Position in a spiral nearest to entrance of house, updating IsUnit.
        if not gHands.FindPlaceForUnit(fInHouse.Entrance.X, fInHouse.Entrance.Y, UnitType, NewCurrPosition, gTerrain.GetWalkConnectID(fInHouse.Entrance)) then
        begin
          //There is no space for this unit so it must be destroyed
          //todo: re-route to KillUnit and let it sort out that unit is invisible and cant be placed
  