anchor.diff:            AddCommand(ctSetRallyPoint, [TKMHouseWFlagPoint(H).FlagPoint.X-1 + aLeftInset, TKMHouseWFlagPoint(H).FlagPoint.Y-1 + aTopInset]);
   
           //Process any wares in this house
  -        //First two Stores use special KaM commands
  -        if (H.HouseType = htStore) and (StoreCount < 2) then
  +        for WT := WARE_MIN to WARE_MAX do
           begin
  -          Inc(StoreCount);
  -          for WT := WARE_MIN to WARE_MAX do
  -            if H.CheckResIn(WT) > 0 then
  -              case StoreCount of
  -                1:  AddCommand(ctAddWare, [WareTypeToIndex[WT], H.CheckResIn(WT)]);
  -                2:  AddCommand(ctAddWareToSecond, [WareTypeToIndex[WT], H.CheckResIn(WT)]);
  -              end;
  -        end
  -        else
  -        //First Barracks uses special KaM command
  -        if (H.HouseType = htBarracks) and (BarracksCount = 0) then
  -        begin
  -          Inc(BarracksCount);
  -          for WT := WARFARE_MIN to WARFARE_MAX do
  -            if H.CheckResIn(WT) > 0 then
  -              AddCommand(ctAddWeapon, [WareTypeToIndex[WT], H.CheckResIn(WT)]); //Ware, Count
  -        end
  -        else
  -          for WT := WARE_MIN to WARE_MAX do
  -          begin
  -            if H.CheckResIn(WT) > 0 then
  -              AddCommand(ctAddWareToLast, [WareTypeToIndex[WT], H.CheckResIn(WT)]);
  -            if H.CheckResOut(WT) > 0 then
  -              AddCommand(ctAddWareToLast, [WareTypeToIndex[WT], H.CheckResOut(WT)]);
  -          end;
  +          if H.CheckResIn(WT) > 0 then
  +            AddCommand(ctAddWareToLast, [WareTypeToIndex[WT], H.CheckResIn(WT)]);
  +          if H.CheckResOut(WT) > 0 then
  +            AddCommand(ctAddWareToLast, [WareTypeToIndex[WT], H.CheckResOut(WT)]);
  +        end;
   
           //Set Delivery mode after Wares, so in case there are some wares and delivery mode TakeOut, then we will need to add proper Offers
           if H.DeliveryMode <> dmDelivery then //Default delivery mode is dmDelivery
  
positive.code:                             gHands[fLastHand].Stats.WareInitial(WareIndexToType[P[0]], Qty);
                            end;
                          end;
  
      ctAddWareToAll:    begin
                            Qty := EnsureRange(P[1], -1, High(Word)); //Sometimes user can define it to be 999999
                            if Qty = -1 then Qty := High(Word); //-1 means maximum resources
  
negative.code:                             end;
                            end;
                          end;
      // @Deprecated, used AddWareToLast instead
      ctAddWareToSecond:  if fLastHand <> PLAYER_NONE then
                          begin
                            Qty := EnsureRange(P[1], -1, High(Word)); //Sometimes user can define it to be 999999
  