anchor.diff:      procedure House_DeliveryModeToggle(Sender: TObject; Shift: TShiftState);
   
       procedure House_ClosedForWorkerToggle(Sender: TObject);
  +    procedure HandleHouseClosedForWorker(aHouse: TKMHouse);
   
       procedure House_BarracksAcceptFlag(Sender: TObject);
       procedure House_BarracksUnitChange(Sender: TObject; Shift: TShiftState);
  
positive.code:   Image_House_Worker.FlagColor := gHands[aHouse.Owner].FlagColor;
  
    Button_House_Worker.TexID  := gRes.Units[gRes.Houses[aHouse.HouseType].OwnerType].GUIIcon;
    if (aHouse.IsClosedForWorker) then begin
      Button_House_Worker.ShowImageEnabled := False;
      Image_House_Worker_Closed.Show;
    end else begin
      Button_House_Worker.ShowImageEnabled := aHouse.HasOwner;
      Image_House_Worker_Closed.Hide;
    end;
  
    Button_House_Worker.Hint := Format('Open / Close house for %s', [gRes.Units[gRes.Houses[aHouse.HouseType].OwnerType].GUIName]); //Todo translate
    Button_House_Worker.FlagColor := gHands[aHouse.Owner].FlagColor;
  
negative.code:   
    gGame.GameInputProcess.CmdHouse(gic_HouseClosedForWorkerToggle, House);
  
    HandleHouseClosedForWorker(House);
  end;
  
  
  procedure TKMGUIGameHouse.HandleHouseClosedForWorker(aHouse: TKMHouse);
  begin
    if aHouse.IsClosedForWorker then
    begin
      Button_House_Worker.ShowImageEnabled := False;
      Image_House_Worker_Closed.Show;
    end else begin
      Button_House_Worker.ShowImageEnabled := aHouse.HasOwner;
      Image_House_Worker_Closed.Hide;
    end;
  end;
  