anchor.diff:  
   procedure TKMHand.ResetChooseLocation;
   begin
  +  if Self = nil then Exit;
  +  
     fChooseLocation.Allowed := False;
     fChooseLocation.Placed := False;
   end;
  
positive.code: var
    I: Integer;
  begin
  
    for I := 0 to fHouses.Count - 1 do
      fHouses[I].PostLoadMission;
  end;
  
negative.code: //Lay out all roads at once to save time on Terrain lighting/passability recalculations
  procedure TKMHand.AfterMissionInit(aFlattenRoads: Boolean);
  begin
    if (Self = nil) or not Enabled then Exit;
  
    Assert(fRoadsList <> nil);
  
    gTerrain.SetRoads(fRoadsList, fID, not aFlattenRoads); //If we are flattening roads that will update WalkConnect anyway
  