anchor.diff:  end;
   
   
  -{Toggle ware delivery for separate resources (wood, leather) in Armor workshop}
  -procedure TKMGUIGameHouse.House_ArmorWSDeliveryToggle(Sender: TObject);
  -var
  -  I: Integer;
  -  armorWS: TKMHouseArmorWorkshop;
  -begin
  -  armorWS := TKMHouseArmorWorkshop(gMySpectator.Selected);
  -  for I := 1 to 2 do
  -  begin
  -    if Sender = WaresRow_ArmorWS_Common[I] then
  -      gGame.GameInputProcess.CmdHouse(gicHouseArmorWSDeliveryToggle, armorWS, gResHouses[htArmorWorkshop].ResInput[I]);
  -
  -    Image_ArmorWS_Accept[I].Visible := not armorWS.AcceptWareForDelivery(gResHouses[htArmorWorkshop].ResInput[I]);
  -  end;
  -end;
  -
  -
  -{Process click on Units queue buttons of School}
  +// Process click on Units queue buttons of School
   procedure TKMGUIGameHouse.House_SchoolUnitQueueClick(Sender: TObject; Shift: TShiftState);
   var
     I, id: Integer;
  
positive.code: end;
  
  
  {That small red triangle blocking delivery of wares to Barracks}
  {Ware determined by Button.Tag property}
  procedure TKMGUIGameHouse.House_BarracksItemClickShift(Sender: TObject; Shift: TShiftState);
  begin
    if gMySpectator.Selected = nil then
  
negative.code:     gGame.GameInputProcess.CmdHouse(gicHouseSchoolTrainChOrder, school, id, 0)
    else if ssCtrl in Shift then
      // Left click + Ctrl - change Unit order in queue to 1
      gGame.GameInputProcess.CmdHouse(gicHouseSchoolTrainChOrder, school, id, Min(id, 1))
    else
      //Left click removes 1 unit from queue
      gGame.GameInputProcess.CmdHouse(gicHouseRemoveTrain, school, id);
  