anchor.diff:      procedure SetCondition(aValue: Integer);
       procedure SetPosition(aValue: TKMPoint);
       procedure ClearOrderTarget;
  +    procedure ClearOffenders;
   
       function GetOrderTargetUnit: TKMUnit;
       function GetOrderTargetGroup: TKMUnitGroup;
  
positive.code: end;
  
  
  function TKMUnitGroup.GetOrderTargetUnit: TKMUnit;
  begin
    //If the target unit has died then clear it
  
negative.code: 
  //Member got in a fight
  //Remember who we are fighting with, to guide idle units to
  //This only works for melee offenders(?)
  procedure TKMUnitGroup.Member_PickedFight(aMember: TKMUnitWarrior; aEnemy: TKMUnit);
  begin
    if (aEnemy is TKMUnitWarrior) then
  