anchor.diff:      fOrder    := aWarriorOrder;
       fState    := ws_None; //Clear other states
       fOrderLoc := aLoc;
  -    PassedCommander := false;
  -  end;
  +  end;
  +  PassedCommander := false;
   
     if (fCommander=nil)and(fMembers <> nil) then //Don't give group orders if unit has no crew
     for i:=1 to fMembers.Count+1 do
  
positive.code:     procedure UpdateHungerMessage();
      procedure ClearOrderTarget;
    public
      procedure SetfCommander(aNewCommander:TKMUnitWarrior);
      property fCommander:TKMUnitWarrior read fPrivatePointerCommander write SetfCommander; //ID of commander unit, if nil then unit is commander itself and has a shtandart
      constructor Create(const aOwner: TPlayerID; PosX, PosY:integer; aUnitType:TUnitType);
      constructor Load(LoadStream:TKMemoryStream); override;
      destructor Destroy; override;
  
negative.code:     //Now set our commander to be the new commander, so that we have some way of referencing units after they die
      fCommander := NewCommander;
    end;
    ClearOrderTarget; //This ensures that pointer usage tracking is reset
  
    Inherited;
  end;
  
  
  