anchor.diff:    fWalkFrom     := fUnit.GetPosition;
     fNewWalkTo    := KMPoint(0,0);
     fPass         := fUnit.DesiredPassability;
  -  fUseExactTarget := aUseExactTarget;
  -
  -  if fUseExactTarget then
  +
  +  if aUseExactTarget then
       fWalkTo := aLocB
     else
       fWalkTo := gTerrain.GetClosestTile(aLocB, aUnit.GetPosition, fPass, False);
  
positive.code:     fInteractionStatus := kis_None;
  
    fDistance   := aDistance;
    fUseExactTarget := True; //When chasing unit it is always an exact target
  
    fNewWalkTo := aNewTargetUnit.GetPosition;
  
  
negative.code:   LoadStream.Read(fWalkTo);
    LoadStream.Read(fNewWalkTo);
    LoadStream.Read(fDistance);
    LoadStream.Read(fTargetUnit, 4); //substitute it with reference on SyncLoad
    LoadStream.Read(fTargetHouse, 4); //substitute it with reference on SyncLoad
    LoadStream.Read(fPass, SizeOf(fPass));
  