anchor.diff:  
   
   var
  -  ExeDir:string;
  +  ExeDir: string;
   
     GameCursor: record
  -    Float:TKMPointF;    //Precise cursor position in map coords
  -    Cell:TKMPoint;      //Cursor position cell
  -    SState:TShiftState; //Thats actually used to see if Left or Right mouse button is pressed
  -    Mode:TCursorMode;   //Modes used in game (building, unit, road, etc..)
  -    Tag1:byte;    //Tag to know building type, unit type etc.
  +    Float: TKMPointF;    //Precise cursor position in map coords
  +    Cell: TKMPoint;      //Cursor position cell
  +    SState: TShiftState; //Thats actually used to see if Left or Right mouse button is pressed
  +    Mode: TCursorMode;   //Modes used in game (building, unit, road, etc..)
  +    Tag1: Byte;    //Tag to know building type, unit type etc.
   
       MapEdDir: Byte;
       MapEdShape: (hsCircle, hsSquare);
  
positive.code:   WINE_AGE_FULL = 64; //Wine ready to be harvested
  
  
  
  
  //The frame shown when a unit is standing still in ua_Walk. Same for all units!
  const
    UnitStillFrames: array [TKMDirection] of byte = (0,3,2,2,1,6,7,6,6);
  
negative.code:         tlRoadWork  // -        X         X       X          -     X      -
          );
  
    TBorderType = (bt_None, bt_Field, bt_Wine, bt_HousePlan, bt_HouseBuilding);
  
  
    TKMVertexUsage = (vu_None=0,  //Nobody is on this vertex
  