anchor.diff:  end;
   
   
  -{That small red triangle blocking delivery of wares to Barracks}
  -{Ware determined by Button.Tag property}
  +// Toggle ware delivery for separate resources (wood, leather) in Armor workshop
  +procedure TKMGUIGameHouse.House_ArmorWSDeliveryToggle(Sender: TObject);
  +var
  +  I: Integer;
  +  armorWS: TKMHouseArmorWorkshop;
  +begin
  +  armorWS := TKMHouseArmorWorkshop(gMySpectator.Selected);
  +  for I := 1 to 2 do
  +  begin
  +    if Sender = WaresRow_ArmorWS_Common[I] then
  +      gGame.GameInputProcess.CmdHouse(gicHouseArmorWSDeliveryToggle, armorWS, gResHouses[htArmorWorkshop].ResInput[I]);
  +
  +    Image_ArmorWS_Accept[I].Visible := not armorWS.AcceptWareForDelivery(gResHouses[htArmorWorkshop].ResInput[I]);
  +  end;
  +end;
  +
  +
  +// That small red triangle blocking delivery of wares to Barracks
  +// Ware determined by Button.Tag property
   procedure TKMGUIGameHouse.House_BarracksItemClickShift(Sender: TObject; Shift: TShiftState);
   begin
     if gMySpectator.Selected = nil then
  
positive.code:     gGame.GameInputProcess.CmdHouse(gicHouseSchoolTrainChOrder, school, id, 0)
    else if ssCtrl in Shift then
      // Left click + Ctrl - change Unit order in queue to 1
      gGame.GameInputProcess.CmdHouse(gicHouseSchoolTrainChOrder, school, id, min(id,1))
    else
      //Left click removes 1 unit from queue
      gGame.GameInputProcess.CmdHouse(gicHouseRemoveTrain, school, id);
  
negative.code:     Inc(Line);
      for I := 1 to 4 do //Orders
      begin
        W := gResHouses[aHouse.HouseType].ResOutput[I];
        if gResWares[W].IsValid then
        begin
          WareOrderRow_Order[I].WareRow.TexID := gResWares[W].GUIIcon;
          WareOrderRow_Order[I].WareRow.Caption := gResWares[W].Title;
          WareOrderRow_Order[I].Hint := gResWares[W].Title;
          WareOrderRow_Order[I].WareRow.WareCount := aHouse.CheckResOut(W);
          WareOrderRow_Order[I].OrderCount := aHouse.ResOrder[I];
          WareOrderRow_Order[I].Show;
          WareOrderRow_Order[I].Top := Base + Line * LINE_HEIGHT;
  