anchor.diff:  end;
   
   
  -//Check if our path is through viewport, to show debug unit route
  +// Check if our path is through viewport, to show debug unit route
   function TKMUnitActionWalkTo.NeedToPaint(aRect: TKMRect): Boolean;
   var
     I: Integer;
   begin
     Result := False;
     for I := 0 to NodeList.Count - 1 do
  -  begin
  -    Result := Result or KMInRect(NodeList[I], aRect);
  -    if Result then
  -      Exit;
  -  end;
  +    if KMInRect(NodeList[I], aRect) then
  +      Exit(True);
   end;
   
   
  
positive.code:   end;
  
    //If we are in DestBlocked mode then only use our counter so we are always zero priority until our path clears
    if ((fOpponent.Action is TKMUnitActionWalkTo) and not fDestBlocked) then
      HighestInteractionCount := max(fInteractionCount,TKMUnitActionWalkTo(fOpponent.Action).fInteractionCount)
    else HighestInteractionCount := fInteractionCount;
  
    if (fOpponent.Action is TKMUnitActionGoInOut) then
    begin //Unit is walking into house, we can wait
      Explanation:='Unit is walking into house, we can wait';
      ExplanationLogAdd;
  
negative.code: 
  function TKMUnitActionWalkTo.IntSolutionExchange(fOpponent:TKMUnit; HighestInteractionCount:integer):boolean;
  var
    opponentNextNextPos: TKMPoint;
  begin
    Result := False;
  
  