anchor.diff:  function TKMPlayer.FindInn(Loc: TKMPoint; aUnit: TKMUnit; UnitIsAtHome: Boolean=false): TKMHouseInn;
   var
     H: TKMHouseInn;
  -  i: integer;
  -  Dist, BestMatch: single;
  +  I: Integer;
  +  Dist, BestMatch: Single;
   begin
     //This function will return the best inn for a unit at Loc, base on distance, food available and space available.
     //Will return nil if no suitable inn is available
     Result := nil;
  -  i:=1;
  +  I := 1;
     BestMatch := 9999;
     if UnitIsAtHome then inc(Loc.Y); //From outside the door of the house
   
     H := TKMHouseInn(FindHouse(ht_Inn));
     repeat
       //First make sure that it is valid
  -    if (H<>nil)and(H.HasFood)and(H.HasSpace)and(fTerrain.Route_CanBeMade(Loc,KMPointBelow(H.GetEntrance),aUnit.GetDesiredPassability(true),0, false)) then
  +    if (H <> nil) and H.HasFood and H.HasSpace and fTerrain.Route_CanBeMade(Loc, KMPointBelow(H.GetEntrance), aUnit.GetDesiredPassability(True), 0, False) then
       begin
         //Take the closest inn out of the ones that are suitable
  -      Dist := GetLength(H.GetPosition,Loc);
  +      Dist := GetLength(H.GetPosition, Loc);
         if Dist < BestMatch then
         begin
           Result := H;
  
positive.code: 
  procedure TKMPlayer.SyncLoad;
  begin
    Inherited;
    fHouses.SyncLoad;
    fDeliverList.SyncLoad;
    fBuildList.SyncLoad;
  
negative.code: { TKMPlayerCommon }
  constructor TKMPlayerCommon.Create(aPlayerIndex: TPlayerIndex);
  begin
    inherited Create;
    fPlayerIndex  := aPlayerIndex;
    fUnits        := TKMUnitsCollection.Create;
  end;
  