anchor.diff:           end;
          end;
       2: begin
  -         fDestroyingHouse := True;
            if IsRanged then
              SetActionLockedStay(FIRING_DELAY, ua_Work, False, 0, 0) //Start shooting
            else
  
positive.code:   inherited Create(aWarrior);
    fTaskName := utn_AttackHouse;
    fHouse := aHouse.GetHousePointer;
    fDestroyingHouse := False;
  end;
  
  
  
negative.code:   TTaskAttackHouse = class(TUnitTask)
    private
      fHouse: TKMHouse;
    public
      constructor Create(aWarrior: TKMUnitWarrior; aHouse: TKMHouse);
      constructor Load(LoadStream: TKMemoryStream); override;
      procedure SyncLoad; override;
      destructor Destroy; override;
      function WalkShouldAbandon: Boolean; override;
      function Execute: TTaskResult; override;
      procedure Save(SaveStream: TKMemoryStream); override;
  