anchor.diff:    if ssRight in Shift then
       for I := school.QueueLength - 1 downto id do
         gGame.GameInputProcess.CmdHouse(gicHouseRemoveTrain, school, I)
  -  else if (ssShift in Shift) then
  +  else if SCHOOL_CH_ORDER_TO_0_SHIFT in Shift then
       // Left click + Shift - change Unit order in queue to 0
       gGame.GameInputProcess.CmdHouse(gicHouseSchoolTrainChOrder, school, id, 0)
  -  else if ssCtrl in Shift then
  +  else if SCHOOL_CH_ORDER_TO_1_SHIFT in Shift then
       // Left click + Ctrl - change Unit order in queue to 1
       gGame.GameInputProcess.CmdHouse(gicHouseSchoolTrainChOrder, school, id, Min(id, 1))
     else
  
positive.code:       // Left click - add Unit to queue
        gGame.GameInputProcess.CmdHouse(gicHouseSchoolTrain, school, School_Order[fLastSchoolUnit], 1);
        // If Ctrl is also pressed, then change last unit order to 0
        if (ssCtrl in Shift) then
          gGame.GameInputProcess.CmdHouse(gicHouseSchoolTrainChLastUOrder, school, 0)
        // else If Alt is also pressed, then change last unit order to 1
        else if ssAlt in Shift then
          gGame.GameInputProcess.CmdHouse(gicHouseSchoolTrainChLastUOrder, school, 1);
      end;
    end;
  
negative.code:   HOUSE_FLAG_TEX_ID_FRAME = 5;
    HOUSE_ORDER_ROW_MOUSEWHEEL_STEP = 5;
  
    SCHOOL_CH_ORDER_TO_0_SHIFT = ssCtrl; // Shift state to change Unit order in queue to 0 in School
    SCHOOL_CH_ORDER_TO_1_SHIFT = ssAlt;  // Shift state to change Unit order in queue to 1 in School
  
  
  constructor TKMGUIGameHouse.Create(aParent: TKMPanel; aSetViewportEvent: TPointFEvent);
  var
  