anchor.diff:  begin
     Output := False;
   
  -  // Find avaiable squads (groups who obey orders / are not in combat)
  -  FindAvaiableSquads();
  +  // Find Available squads (groups who obey orders / are not in combat)
  +  FindAvailableSquads();
   
     // Attack hostile units in radius
     if (Length(UA) > 0) then
  
positive.code:           GT := BEST_TARGET[  UGA[ fTargetU[I].Index ].GroupType, K  ];
            if (GT = gt_Ranged) then // Skip ranged groups
              continue;
            while (fTargetU[I].CloseThreat > 0) AND (AvaiableSquads[GT].Count > 0) do
            begin
              BestDist := 100000;
              for L := 0 to AvaiableSquads[GT].Count - 1 do
              begin
                Dist := KMDistanceSqr(AvaiableSquads[GT].Squads[L].Position, UA[ fTargetU[I].Index ].GetPosition);
                if (Dist < BestDist) then
                begin
                  BestDist := Dist;
  
negative.code:   Company: TAICompany;
    Squad: TAISquad;
  begin
    //if (fOwner <> gMySpectator.HandIndex) then // Show just 1 player (it prevents notification to be mess)
    //  Exit;
    if (fOwner <> 1) then // Show just 1 player (it prevents notification to be mess)
      Exit;
    for I := 0 to Count - 1 do
    begin
      // Company status log
  