anchor.diff:      Button_Barracks_Train.Hint := gResTexts[TX_HOUSE_BARRACKS_TRAIN_DISABLED_HINT];
   
     if fLastBarracksUnit < High(Barracks_Order) then
  -    Image_Barracks_Right.TexID := gRes.Units[Barracks_Order[fLastBarracksUnit+1]].GUIScroll;
  +    Image_Barracks_Right.TexID := gRes.Units[Barracks_Order[fLastBarracksUnit + 1]].GUIScroll;
   end;
   
   
  
positive.code:     Inc(fLastTHUnit);
  
    if Sender = Button_TH_Train then //Equip unit
      gGame.GameInputProcess.CmdHouse(gicHouseTownHallEquip, TownHall, TownHall_Order[fLastTHUnit], Min(GetMultiplicator(Shift), MAX_UNITS_TO_EQUIP));
  
    Button_TH_Train.Enabled := not gGame.IsPeaceTime and TownHall.CanEquip(TownHall_Order[fLastTHUnit]);
    Button_TH_Left.Enabled := fLastTHUnit > 0;
  
negative.code:             Panel_House_Common.Childs[I].Hide;
  
            //Now show only what we need
            RowRes := 1;
            Line := 0;
            Base := 2;
  
            //Show Demand
            ShowCommonDemand(aHouse, Base, Line, RowRes);
  