anchor.diff:  
     Button_Unit_Dismiss.Visible := SHOW_DISMISS_UNITS_BTN
                                    and aUnit.Dismissable   // Its possible to block dismiss from scripts
  -//                                 and not fAskDismiss               // Hide button, when dismiss panel is open
                                    and gMySpectator.IsSelectedMyObj; // Allow to dismiss only our units
   
     if aUnit.IsDismissing then
     begin
       Button_Unit_Dismiss.TexID := 668;
  -    Button_Unit_Dismiss.Hint := 'Cancel dismiss';
  +    Button_Unit_Dismiss.Hint := 'Cancel unit dismiss';
       Button_Unit_Dismiss.Enabled := aUnit.IsDismissCancelAvailable;
       Panel_Unit_Dismiss.Visible := False;
     end else begin
  
positive.code:     ConditionBar_Unit.Left   := 65 + DISMISS_PADDING;
      Label_UnitCondition.Width := 116 - DISMISS_PADDING;
      ConditionBar_Unit.Width   := 116 - DISMISS_PADDING;
  //    Label_UnitDescription.Top := 132 + 50
    end else begin
      Label_UnitCondition.Left := 65;
      ConditionBar_Unit.Left   := 65;
      Label_UnitCondition.Width := 116;
      ConditionBar_Unit.Width   := 116;
  //    Label_UnitDescription.Top := 132;
    end;
  end;
  
  
negative.code:       TKMUnitGroup(gMySpectator.Selected).KillGroup
      else
        gGame.GameInputProcess.CmdUnit(gic_UnitDismiss, TKMUnit(gMySpectator.Selected));
    end
    else
    begin
  