anchor.diff:  
     function GoalConditionSatisfied(const aGoal: TKMGoal): Boolean;
     var
  -    Stat: TKMHandStats;
  +    stats: TKMHandStats;
     begin
       Assert((aGoal.GoalCondition = gcTime) or (aGoal.HandIndex <> HAND_NONE), 'Only gcTime can have nil Player');
   
  
positive.code: //otherwise it will look odd.
  procedure TKMHandAI.Victory;
  begin
    if fWonOrLost = wolNone then
    begin
      fWonOrLost := wolWon;
  
      //Replays/spectators don't see victory screen
      if not gGame.Params.IsReplay
        and (gGame.Params.IsMultiPlayerOrSpec or (gMySpectator.HandID = fOwner)) then  //Let everyone know in MP mode
        gGame.PlayerVictory(fOwner);
  
      //Script may have additional event processors
      gScriptEvents.ProcPlayerVictory(fOwner);
    end;
  end;
  
  
  procedure TKMHandAI.AddDefaultGoals(aBuildings: Boolean);
  var
    I: Integer;
    Enemies: array of TKMHandID;
  begin
    SetLength(Enemies, 0);
    for I := 0 to gHands.Count - 1 do
      if gHands[I].Enabled and (gHands[fOwner].Alliances[I] = atEnemy) then
      begin
        SetLength(Enemies, Length(Enemies)+1);
        Enemies[High(Enemies)] := I;
      end;
    Goals.AddDefaultGoals(aBuildings, fOwner, Enemies);
  end;
  
  
  
negative.code: procedure TKMHandAI.ResetWonOrLost;
  begin
    fWonOrLost := wolNone;
  end;
  
  
  