anchor.diff:                            gHands[fLastHand].AddRoadToList(KMPoint(P[0],P[1]+2));
                             gHands[fLastHand].AddRoadToList(KMPoint(P[0]-1,P[1]+2));
                           end;
  -
  +    // @Deprecated, used AddWareToLast instead
       ctAddWare:          if fLastHand <> PLAYER_NONE then
                           begin
                             Qty := EnsureRange(P[1], -1, High(Word)); //Sometimes user can define it to be 999999
  
positive.code:                             gHands[fLastHand].Stats.WareInitial(WareIndexToType[P[0]], Qty);
                            end;
                          end;
  
      ctAddWareToAll:    begin
                            Qty := EnsureRange(P[1], -1, High(Word)); //Sometimes user can define it to be 999999
                            if Qty = -1 then Qty := High(Word); //-1 means maximum resources
  
negative.code:           AddCommand(ctSetRallyPoint, [TKMHouseWFlagPoint(H).FlagPoint.X-1 + aLeftInset, TKMHouseWFlagPoint(H).FlagPoint.Y-1 + aTopInset]);
  
          //Process any wares in this house
          for WT := WARE_MIN to WARE_MAX do
          begin
            if H.CheckResIn(WT) > 0 then
              AddCommand(ctAddWareToLast, [WareTypeToIndex[WT], H.CheckResIn(WT)]);
            if H.CheckResOut(WT) > 0 then
              AddCommand(ctAddWareToLast, [WareTypeToIndex[WT], H.CheckResOut(WT)]);
          end;
  
          //Set Delivery mode after Wares, so in case there are some wares and delivery mode TakeOut, then we will need to add proper Offers
          if H.DeliveryMode <> dmDelivery then //Default delivery mode is dmDelivery
  