anchor.diff:    AUTOSAVE_COUNT    = 3;    //How many autosaves to backup
   
   const //Here we store options that are hidden somewhere in code
  -  GOLD_TO_SCHOOLS_IMPORTANT = true;       //Whenever gold delivery to schools is highly important
  -  FOOD_TO_INN_IMPORTANT = true;           //Whenever food delivery to inns is highly important
  +  GOLD_TO_SCHOOLS_IMPORTANT = True;       //Whenever gold delivery to schools is highly important
  +  FOOD_TO_INN_IMPORTANT = True;           //Whenever food delivery to inns is highly important
     UNIT_MAX_CONDITION = 45*600;            //*min of life. In KaM it's 45min
     UNIT_MIN_CONDITION = 6*600;             //If unit condition is less it will look for Inn. In KaM it's 6min
     TIME_BETWEEN_MESSAGES = 4*600;          //Time between messages saying house is unoccupied or unit is hungry. In KaM it's 4 minutes
  
positive.code:   SLINGSHOT_FIRING_DELAY = 12; //on which frame archer fires his arrow/bolt
    AIMING_DELAY_MIN = 8; //minimum time for archer to aim
    AIMING_DELAY_ADD = 8; //random component
    FRIENDLY_FIRE = true; //Whenever archers could kill fellow men with their arrows
  
    NET_DROP_PLAYER_MIN_WAIT = 30; //Host must wait at least this long before dropping disconnected players
  
  
negative.code:   MENU_DESIGN_X         = 1024;         //Thats the size menu was designed for. All elements are placed in this size
    MENU_DESIGN_Y         = 768;          //Thats the size menu was designed for. All elements are placed in this size
  
    GAME_REVISION         = 'r2946';       //Should be updated for every release (each time save format is changed)
    GAME_VERSION          = '3rd Multiplayer Demo ' + GAME_REVISION;       //Game version string displayed in menu corner
    NET_PROTOCOL_REVISON  = GAME_REVISION;     //Clients of this version may connect to the dedicated server
  
    FONTS_FOLDER = 'data'+PathDelim+'gfx'+PathDelim+'fonts'+PathDelim;
  
  var
    //These should be True
    MAKE_ANIM_TERRAIN     :Boolean = True;  //Should we animate water and swamps
    MAKE_TEAM_COLORS      :Boolean = True;  //Whenever to make team colors or not, saves RAM for debug
    DO_UNIT_HUNGER        :Boolean = True;  //Wherever units get hungry or not
    CHEATS_ENABLED        :Boolean = True;  //Enable cheats in game (add_resource, instant_win, etc)
    FREE_POINTERS         :Boolean = True;  //If True, units/houses will be freed and removed from the list once they are no longer needed
    CAP_MAX_FPS           :Boolean = False;  //Should limit rendering performance to avoid GPU overheating (disable to measure debug performance)
    CRASH_ON_REPLAY       :Boolean = True;  //Crash as soon as replay consistency fails (random numbers mismatch)
  
    //Implemented
    MOUSEWHEEL_ZOOM_ENABLE:Boolean = True; //Should we allow to zoom in game or not
    DO_UNIT_INTERACTION   :Boolean = True; //Debug for unit interaction
    SMOOTH_SCROLLING      :Boolean = True; //Smooth viewport scrolling
    ENABLE_FIGHTING       :Boolean = True; //Allow fighting
    DO_WEIGHT_ROUTES      :Boolean = True; //Add additional cost to tiles in A* if they are occupied by other units (IsUnit=1)
    CHECK_WIN_CONDITIONS  :Boolean = True; //Could be disabled in test missions
    CUSTOM_RANDOM         :Boolean = True; //Use our custom random number generator or the built in "Random()"
    KAM_WATER_DRAW        :Boolean = True; //Render underwater sand
    //Not fully implemented yet
    FOG_OF_WAR_ENABLE     :Boolean = False; //Whenever dynamic fog of war is enabled or not
  
    //These are debug things, should be False
    {User interface options}
    SHOW_DEBUG_CONTROLS   :Boolean = False; //Show debug panel / Form1 menu (F11)
    SHOW_CONTROLS_OVERLAY :Boolean = False; //Draw colored overlays ontop of controls, usefull for making layout (F6)! always Off here
    SHOW_TEXT_OUTLINES    :Boolean = False; //Display text areas outlines
    ENABLE_DESIGN_CONTORLS:Boolean = False; //Enable special mode to allow to move/edit controls
    MODE_DESIGN_CONTORLS  :Boolean = False; //Special mode to move/edit controls activated by F7, it must block OnClick events! always Off here
    OVERLAY_RESOLUTIONS   :Boolean = False; //Render constraining frame
    {Gameplay display}
    AGGRESSIVE_REPLAYS    :Boolean = False; //Write a command gic_TempDoNothing every tick in order to find exactly when a replay mismatch occurs
    SHOW_TERRAIN_WIRES    :Boolean = False; //Makes terrain height visible
    SHOW_UNIT_ROUTES      :Boolean = False; //Draw unit routes
    SHOW_PROJECTILES      :Boolean = False; //Shows projectiles trajectory
    SHOW_POINTER_DOTS     :Boolean = False; //Show pointer count as small dots below unit/houses
    SHOW_GROUND_LINES     :Boolean = False; //Show a line below all sprites to mark the ground height used in Z-Order
    SHOW_UNIT_MOVEMENT    :Boolean = False; //Draw unit movement overlay (occupied tile), Only if unit interaction enabled
    SHOW_WALK_CONNECT     :Boolean = False; //Show floodfill areas of interconnected areas
    TEST_VIEW_CLIP_INSET  :Boolean = False; //Renders smaller area to see if everything gets clipped well
    SHOW_SPRITES_RECT     :Boolean = False; //Render outline around every sprite
    SHOW_ATTACK_RADIUS    :Boolean = False; //Render towers/archers attack radius
    DISPLAY_SOUNDS        :Boolean = False; //Display sounds on map
    RENDER_3D             :Boolean = False; //Experimental 3D render
    {Stats}
    SHOW_SPRITE_COUNT     :Boolean = False; //display rendered controls/sprites count
    SHOW_POINTER_COUNT    :Boolean = True; //Show debug total count of unit/house pointers being tracked
    SHOW_CMDQUEUE_COUNT   :Boolean = False; //Show how many commands were processed and stored by TGameInputProcess
    SHOW_NETWORK_DELAY    :Boolean = False; //Show the current delay in multiplayer game
    SHOW_ARMYEVALS        :Boolean = False; //Show result of enemy armies evaluation
    INI_HITPOINT_RESTORE  :Boolean = False; //Use the hitpoint restore rate from the INI file to compare with KaM
    SLOW_MAP_SCAN         :Boolean = False; //Scan maps with a pause to emulate uncached file access
    {Gameplay cheats}
    FREE_ROCK_THROWING    :Boolean = False; //Throwing a rock from Tower costs nothing. To debug throw algoritm
    REDUCE_SHOOTING_RANGE :Boolean = False; //Reduce shooting range for debug
    MULTIPLAYER_CHEATS    :Boolean = False; //Allow cheats and debug overlays (e.g. canWalk) in Multiplayer
    DEBUG_CHEATS          :Boolean = True; //Cheats for debug (place scout and reveal map) which can be turned On from menu
    {Data output}
    WRITE_DECODED_MISSION :Boolean = False; //Save decoded mission as txt file
    WRITE_DELIVERY_LOG    :Boolean = False; //Write even more output into log + slows down game noticably
    WRITE_WALKTO_LOG      :Boolean = False; //Write even more output into log + slows down game noticably
    WRITE_RECONNECT_LOG   :Boolean = True;
    WriteResourceInfoToTXT:Boolean = False; //Whenever to write txt files with defines data properties on loading
    WriteAllTexturesToBMP :Boolean = False; //Whenever to write all generated textures to BMP on loading (extremely time consuming)
  
    //Statistic
    CtrlPaintCount: Word; //How many Controls were painted in last frame
  