anchor.diff:  end;
   
   
  -procedure TKMGamePlayInterface.HandleHouseKeys(Key: Word; Shift: TShiftState);
  +procedure TKMGamePlayInterface.HandleNextHouseKey(Key: Word);
   begin
     // Switch between same type buildings/units/groups
     if (Key = gResKeys[kfNextEntitySameType])
  
positive.code:       Exit(True);
      end;
    end;
  
    if (Key = gResKeys[kfReplayPlayNextTick]) and Button_ReplayStep.IsClickable then
      ReplayClick(Button_ReplayStep);
  end;
  
  
  procedure TKMGamePlayInterface.HandleFieldPlanKeys(Key: Word; Shift: TShiftState);
  begin
    // Field plans hotkeys
    if not Button_Main[tbBuild].Enabled then Exit;
  
negative.code:   end;
  
  begin
    Result := False;
    if Key <> gResKeys[kfPause] then Exit;
  
    case fUIMode of
      umSP:       Result := True;
      umReplay:   if Button_ReplayPause.Enabled or not gGame.IsPaused then
                    ReplayClick(Button_ReplayPause)
                  else if Button_ReplayResume.Enabled or gGame.IsPaused then
                    ReplayClick(Button_ReplayResume);
      umMP,
      umSpectate: Result := SpeedChangeAllowedInMP;
    end;
  
    if Result then
      SetPause(not IsGameOnPause); // Display pause overlay
  end;
  
  
  procedure TKMGamePlayInterface.HandleMiscKeys(Key: Word);
  begin
    if Key = gResKeys[kfBeacon] then
      if not fSelectingTroopDirection
  