anchor.diff:  
   procedure TKMapEdInterface.MouseDown(Button: TMouseButton; Shift: TShiftState; X,Y: Integer);
   var
  -  Obj: TObject;
  +  obj: TObject;
     keyHandled: Boolean;
   begin
     fMyControls.MouseDown(X,Y,Shift,Button);
  
positive.code: 
    if (Button = mbLeft) and (gGameCursor.Mode = cmNone) then
    begin
      Obj := gMySpectator.HitTestCursor;
      if Obj <> nil then
      begin
        UpdateSelection;
        fDragObject := Obj;
        if Obj is TKMHouse then
          fDragHouseOffset := KMPointSubtract(TKMHouse(Obj).Entrance, gGameCursor.Cell); //Save drag point adjustement to house position
        fDragObjectReady := True;
        fDragObjMousePosStart := KMPoint(X,Y);
      end;
  
negative.code:     Exit; //Handled by Controls
    end;
  
    keyHandled := False;
  
    //For MapEd windows / pages
    fGuiTerrain.KeyDown(Key, Shift, keyHandled);
    fGuiTown.KeyDown(Key, Shift, keyHandled);
    fGuiMission.KeyDown(Key, Shift, keyHandled);
  
    if keyHandled then Exit;
  
    inherited KeyDown(Key, Shift, keyHandled);
    if keyHandled then Exit;
  
    gGameCursor.SState := Shift; // Update Shift state on KeyDown
  
    keyPassedToModal := False;
    //Pass Key to Modal pages first
    //Todo refactoring - remove fGuiAttack.KeyDown and similar methods,
    //as KeyDown should be handled in Controls them selves (TKMPopUpWindow, f.e.)
  