anchor.diff:    inherited Create;
   
     fSetViewportEvent := aSetViewportEvent;
  +  fAnimStep := 0;
   
     Panel_House := TKMPanel.Create(aParent, TB_PAD, 44, TB_WIDTH, 332);
       //Thats common things
  
positive.code: 
  const
    MAX_UNITS_TO_EQUIP = 100;
  
  
  constructor TKMGUIGameHouse.Create(aParent: TKMPanel; aSetViewportEvent: TPointFEvent);
  
negative.code: type
    TKMGUIGameHouse = class
    private
      fAnimStep: Cardinal;
      fLastSchoolUnit: Byte;  //Last unit that was selected in School, global for all schools player owns
      fLastBarracksUnit: Byte; //Last unit that was selected in Barracks, global for all barracks player owns
      fLastTHUnit: Byte; //Last unit that was selected in Townhall, global for all townhalls player owns
  