anchor.diff:  var
     TmpSelected: TObject;
   begin
  -  TmpSelected := Selected; //We do not want to change Selected object actually, just update fIsSelectedMyObj field is good enought
  +  //We do not want to change Selected object actually, just update fIsSelectedMyObj field is good enought
  +  TmpSelected := Selected;
     UpdateNewSelected(TmpSelected);
   end;
   
  
positive.code:     NewSelected := gHands.HousesHitTest(gGameCursor.Cell.X, gGameCursor.Cell.Y);
  
      //In-game player can select only own and ally Units
      if not (gGame.GameMode in [gmMultiSpectate, gmMapEd, gmReplaySingle, gmReplayMulti]) then
        UpdateNewSelected(NewSelected, True);
  
      //Don't allow the player to select destroyed houses
      if (NewSelected is TKMHouse) and TKMHouse(NewSelected).IsDestroyed then
  
negative.code:   if NewSelected is TKMUnitWarrior then
    begin
      NewSelected := gHands.GetGroupByMember(TKMUnitWarrior(NewSelected));
      UpdateNewSelected(NewSelected);
    end;
  
    //Update selected groups selected unit
  