anchor.diff:            end;
           end;
   
  -      if (SqrClosestDistToRanged = INIT_DIST) then
  -        SqrClosestDistToRanged := SqrClosestDist; 
  -
         // Calculate threat level
         with fTargetU[I] do
         begin
  
positive.code:         Squad.TargetUnit := UA[ fTargetU[TargetIdx].Index ];
          Output := True;
          fTargetU[TargetIdx].DistantThreat := fTargetU[TargetIdx].DistantThreat - Squad.Group.Count;
          Dec(AvaiableSquads[GT].Count);
          AvaiableSquads[GT].Squads[I] := AvaiableSquads[GT].Squads[ AvaiableSquads[GT].Count ];
        end
  
negative.code:   Result := False;
    fOnPlace := False;
    // Time limit (time limit MUST be always set by higher rank (platoon))
    if (not aOrderAttack AND (fTimeLimit < gGame.GameTickCount)) // Time limit is set to 0 in case that unit attack something
      // Target point is reached
      OR (KMDistanceSqr(aActualPosition, aTargetPosition) < SQR_TARGET_REACHED_TOLERANCE)
      // Archers should start fire as soon as possible
  