anchor.diff:  end;
   
   
  -{That small red triangle blocking delivery of wares to Storehouse}
  -{Ware determined by Button.Tag property}
  +// That small red triangle blocking delivery of wares to Storehouse
  +// Ware determined by Button.Tag property
   procedure TKMGUIGameHouse.House_StoreItemClickShift(Sender: TObject; Shift: TShiftState);
   begin
     if gMySpectator.Selected = nil then
  
positive.code: procedure TKMGUIGameHouse.ShowCommonOrders(aHouse: TKMHouse; Base: Integer; var Line, RowRes: Integer);
  var
    I: Integer;
    res: TKMWareType;
  begin
    //Show Orders
    if gResHouses[aHouse.HouseType].DoesOrders then
  
negative.code: end;
  
  
  // Toggle ware delivery for separate resources (wood, leather) in Armor workshop
  procedure TKMGUIGameHouse.House_ArmorWSDeliveryToggle(Sender: TObject);
  var
    I: Integer;
    armorWS: TKMHouseArmorWorkshop;
  begin
    armorWS := TKMHouseArmorWorkshop(gMySpectator.Selected);
    for I := 1 to 2 do
    begin
      if Sender = WaresRow_ArmorWS_Common[I] then
        gGame.GameInputProcess.CmdHouse(gicHouseArmorWSDeliveryToggle, armorWS, gResHouses[htArmorWorkshop].ResInput[I]);
  
      Image_ArmorWS_Accept[I].Visible := not armorWS.AcceptWareForDelivery(gResHouses[htArmorWorkshop].ResInput[I]);
    end;
  end;
  
  
  // That small red triangle blocking delivery of wares to Barracks
  // Ware determined by Button.Tag property
  procedure TKMGUIGameHouse.House_BarracksItemClickShift(Sender: TObject; Shift: TShiftState);
  begin
    if gMySpectator.Selected = nil then
  