anchor.diff:  
   const
     HUNGER_CHECK_FREQ = 10; //Check warrior hunger every 1 second
  -  UG_PASS_FOCUS_TO_LIVE = True; //When selected unit is killed - change selection to nearest unit
   
   
   { TKMUnitGroup }
  
positive.code: 
  function TKMUnitGroup.CanWalkTo(aTo: TKMPoint; aDistance: Single): Boolean;
  begin
    Result := Members[0].CanWalkTo(aTo, aDistance);
  end;
  
  
  //Group is dead, but still exists cos of pointers to it
  function TKMUnitGroup.IsDead: Boolean;
  begin
    Result := fMembers.Count = 0;
  end;
  
  
  function TKMUnitGroup.IsRanged: Boolean;
  begin
    Result := fResource.UnitDat[Members[0].UnitType].FightType = ft_Ranged;
  end;
  
  
  
negative.code:     fSelected := nil;
  
      //Transfer selection to nearest member
      NewSel := GetNearestMember(aMember);
      if NewSel <> -1 then
        fSelected := Members[NewSel];
    end;
  
    Members[I].ReleaseUnitPointer;
  