anchor.diff:  end;
   
   
  -{Decreases the pointer counter}
  +//Decreases the pointer counter
   //Should be used only by fPlayers for clarity sake
   procedure TKMUnitGroup.ReleaseGroupPointer;
   begin
  
positive.code: end;
  
  
  constructor TKMUnitGroup.Create(LoadStream: TKMemoryStream);
  var
    I, aCount: Integer;
  
negative.code:   //So when they click Halt for the first time it knows where to place them
    fOrderLoc := KMPointDir(PosX, PosY, aDir);
  
    //Whole group should have the same condition
    Condition := Round(UNIT_MAX_CONDITION * (UNIT_CONDITION_BASE + KaMRandomS(UNIT_CONDITION_RANDOM)));
  
    if fGame.IsMapEditor then
    begin
      //In MapEd we create only flagholder, other members are virtual
      Warrior := TKMUnitWarrior(fPlayers[aOwner].Units.Add(aOwner, aUnitType, PosX, PosY, True, fTerrain.GetWalkConnectID(KMPoint(PosX,PosY))));
      if Warrior <> nil then
      begin
  