anchor.diff:                SelectedHouse:=fPlayers.HousesHitTest(CursorXc, CursorYc);
                 if SelectedHouse<>nil then
                   if (not FoundUnit)or((SelectedHouse.GetBuildingState in [hbs_Stone,hbs_Done])and FoundUnit) then begin
  +                  fPlayers.SelectedUnit:=nil;
                     fPlayers.SelectedHouse:=SelectedHouse;
                     if fGameplayInterface<>nil then fGamePlayInterface.ShowHouseInfo(fPlayers.SelectedHouse);
                 end;
  
positive.code:     end;
      if (Key=ord('0')) and GameIsRunning then begin
        fGameplayInterface.IssueMessage(msgScroll,'123');
      end;
    end;
  
    //Also send shortcut to GamePlayInterface if it is there
  
negative.code:       and(fPlayers.SelectedUnit <> nil)
        and(fPlayers.SelectedUnit.IsArmyUnit)
        and(fPlayers.SelectedUnit.GetOwner = MyPlayer.PlayerID)
        and(fPlayers.SelectedUnit is TKMUnitWarrior)
        and(fTerrain.Route_CanBeMade(fPlayers.SelectedUnit.GetPosition,P,canWalk,true))
        then
          TKMUnitWarrior(fPlayers.SelectedUnit).PlaceOrder(wo_walk,P);
  
    end else begin //If GameIsRunning=false
  