anchor.diff:  //Lay out all roads at once to save time on Terrain lighting/passability recalculations
   procedure TKMHand.AfterMissionInit(aFlattenRoads: Boolean);
   begin
  +  if (Self = nil) or not Enabled then Exit;
  +
     Assert(fRoadsList <> nil);
   
     gTerrain.SetRoads(fRoadsList, fID, not aFlattenRoads); //If we are flattening roads that will update WalkConnect anyway
  
positive.code: var
    I: Integer;
  begin
  
    for I := 0 to fHouses.Count - 1 do
      fHouses[I].PostLoadMission;
  end;
  
negative.code: 
  procedure TKMHand.ResetChooseLocation;
  begin
    if Self = nil then Exit;
    
    fChooseLocation.Allowed := False;
    fChooseLocation.Placed := False;
  end;
  