anchor.diff:      fInteractionStatus := kis_None;
   
     fDistance   := aDistance;
  -  fUseExactTarget := True; //When chasing unit it is always an exact target
   
     fNewWalkTo := aNewTargetUnit.GetPosition;
   
  
positive.code:     fWalkTo: TKMPoint; //Where are we going to
      fNewWalkTo: TKMPoint; //If we recieve a new TargetLoc it will be stored here
      fDistance: Single; //How close we need to get to our target
      fUseExactTarget: boolean; //If we don't care about exact position
      fTargetUnit: TKMUnit; //Folow this unit
      fTargetHouse: TKMHouse; //Go to this House
      fPass: TPassability; //Desired passability set once on Create
  
negative.code:   SaveStream.Write(fWalkTo);
    SaveStream.Write(fNewWalkTo);
    SaveStream.Write(fDistance);
    if fTargetUnit <> nil then
      SaveStream.Write(fTargetUnit.UID) //Store ID, then substitute it with reference on SyncLoad
    else
  