anchor.diff:    //MainFunction - Left MB, Right MB
     //LMB - show only damaged houses or all houses
     //RMB - show all houses
  -  gHands[AHandIndex].GetNextHouseWSameType(HT, fLastHouseUIDs[HT], fHouseSketch, [hstHouse, hstHousePlan],
  +  gHands[aHandIndex].GetNextHouseWSameType(HT, fLastHouseUIDs[HT], fHouseSketch, [hstHouse, hstHousePlan],
                                              GetVerifyHouseSketchFn(), hasDamagedHouses and aMainFunction);
     if not fHouseSketch.IsEmpty then
     begin
       gMySpectator.Highlight := fHouseSketch;
  -    H := gHands[AHandIndex].Houses.GetHouseByUID(fHouseSketch.UID);
  +    H := gHands[aHandIndex].Houses.GetHouseByUID(fHouseSketch.UID);
       if H <> nil then
         gMySpectator.Selected := H;
       Result := KMPointF(fHouseSketch.Entrance); //get position on that house
  
positive.code: 
    TKMGUIGameSpectatorItemLineResources = class(TKMGUIGameSpectatorItemLine)
    protected
      function CreateItem(AHandIndex: Integer; ATag: Integer; aOnItemClick: TIntBoolEvent): TKMGUIGameSpectatorItem; override;
      function GetTagCount: Integer; override;
      function GetTag(AIndex: Integer): Integer; override;
      function GetValue(AHandIndex: Integer; ATag: Integer): String; override;
    end;
  
  
  
negative.code: //end;
  
  
  function TKMGUIGameSpectatorItemLinePopulation.GetValue(aHandIndex: Integer; ATag: Integer): String;
  var
    value: Integer;
  begin
    value := gHands[aHandIndex].Stats.GetUnitQty(TKMUnitType(ATag));
    Result := IfThen(value > 0, IntToStr(value));
  end;
  
  
  