anchor.diff:        CurHouse := TKMHouse(fPlayers.Player[i].Houses.Items[k]);
         if not CurHouse.IsDestroyed then
         begin
  -        AddCommand(ct_SetHouse,3,byte(CurHouse.GetHouseType)-1,CurHouse.GetPosition.X-1,CurHouse.GetPosition.Y-1);
  +        AddCommand(ct_SetHouse, [byte(CurHouse.GetHouseType)-1,CurHouse.GetPosition.X-1,CurHouse.GetPosition.Y-1]);
           if CurHouse.IsDamaged then
  -          AddCommand(ct_SetHouseDamage,1,CurHouse.GetDamage);
  +          AddCommand(ct_SetHouseDamage, [CurHouse.GetDamage]);
         end;
       end;
       AddData(''); //NL
  
positive.code: 
    //Main header, use same filename for MAP
    AddData('!'+COMMANDVALUES[ct_SetMap] + ' "data\mission\smaps\' + ExtractFileName(TruncateExt(aFileName)) + '.map"');
    AddCommand(ct_SetMaxPlayer, 1, fPlayers.Count);
    AddData(''); //NL
  
    //Player loop
    for i:=1 to fPlayers.Count do
    begin
      //Player header, using same order of commands as KaM
      AddCommand(ct_SetCurrPlayer,1,i-1); //In script player 0 is the first
      if fPlayers.Player[i].PlayerType = pt_Human then
        AddCommand(ct_SetHumanPlayer,1,i-1);
      AddCommand(ct_EnablePlayer,1,i-1);
      if fPlayers.Player[i].PlayerType = pt_Computer then
        AddCommand(ct_AIPlayer);
  
      AddCommand(ct_SetMapColor, 1, fPlayers.Player[i].FlagColorIndex);
  
      AddData(''); //NL
  
  
negative.code:           if BarracksCount <= 1 then //For now only handle 1 barracks, we can add a new command later
              for Res:=rt_Shield to rt_Horse do
                if TKMHouseBarracks(CurHouse).CheckResIn(Res) > 0 then
                  AddCommand(ct_AddWeapon, [byte(Res)-1,TKMHouseBarracks(CurHouse).CheckResIn(Res)]); //Ware, Count
          end;
        end;
      end;
  