anchor.diff:  
   
   { TKMUnitGroup }
  +//Create a Group from a single warrior (short version)
   constructor TKMUnitGroup.Create(aID: Cardinal; aCreator: TKMUnitWarrior);
   begin
     inherited Create;
  
positive.code: end;
  
  
  {Returns self and adds on to the pointer counter}
  function TKMUnitGroup.GetGroupPointer: TKMUnitGroup;
  begin
    Inc(fPointerCount);
  
negative.code: 
  destructor TKMUnitGroup.Destroy;
  begin
    //We don't release unit pointers from fMembers, because the group is only destroyed when fMembers.Count = 0
    //or when the game is canceled (then it doesn't matter)
    fMembers.Free;
  
    //We need to release offenders pointers
    ClearOffenders;
    fOffenders.Free;
  
    inherited;
  