anchor.diff:    else
   
     for I := 1 to GUI_HOUSE_COUNT do
  -  if GUIHouseOrder[I] <> htNone then
  -  if Sender = Button_Build[I] then
  -  begin
  -    gGameCursor.Mode := cmHouses;
  -    gGameCursor.Tag1 := Byte(GUIHouseOrder[I]);
  -  end;
  +    if GUIHouseOrder[I] <> htNone then
  +      if Sender = Button_Build[I] then
  +      begin
  +        gGameCursor.Mode := cmHouses;
  +        gGameCursor.Tag1 := Byte(GUIHouseOrder[I]);
  +      end;
   
     Town_BuildRefresh;
   end;
  
positive.code:   Button_BuildField.Down  := (gGameCursor.Mode = cmField);
    Button_BuildWine.Down   := (gGameCursor.Mode = cmWine);
  
    for I := 1 to GUI_HOUSE_COUNT do
    if GUIHouseOrder[I] <> htNone then
      Button_Build[I].Down := (gGameCursor.Mode = cmHouses) and (gGameCursor.Tag1 = Byte(GUIHouseOrder[I]));
  end;
  
  
  
negative.code:         Button_Build[I].Hint := gRes.Houses[GUIHouseOrder[I]].HouseName;
      end;
  
    Top := Button_Build[GUI_HOUSE_COUNT].Bottom + 3;
  
    Image_HouseConstructionWood := TKMImage.Create(Panel_Build, 9, Top, 32, 32, 353);
    Image_HouseConstructionWood.ImageCenter;
    Image_HouseConstructionStone := TKMImage.Create(Panel_Build, 9 + 55, Top, 32, 32, 352);
    Image_HouseConstructionStone.ImageCenter;
    Label_HouseConstructionWood  := TKMLabel.Create(Panel_Build,  39, Top + 10, 20, 20, '', fntOutline, taLeft);
    Label_HouseConstructionStone := TKMLabel.Create(Panel_Build, 39 + 55, Top + 10, 20, 20, '', fntOutline, taLeft);
  
    for I := 0 to High(fSubMenuActionsEvents) do
      fSubMenuActionsEvents[I] := Town_BuildChange;
  
  