anchor.diff:      fSelected := nil;
   
       //Transfer selection to nearest member
  -    if UG_PASS_FOCUS_TO_LIVE then
  -    begin
  -      NewSel := GetNearestMember(aMember);
  -      if NewSel <> -1 then
  -        fSelected := Members[NewSel];
  -    end;
  +    NewSel := GetNearestMember(aMember);
  +    if NewSel <> -1 then
  +      fSelected := Members[NewSel];
     end;
   
     Members[I].ReleaseUnitPointer;
  
positive.code: 
  const
    HUNGER_CHECK_FREQ = 10; //Check warrior hunger every 1 second
    UG_PASS_FOCUS_TO_LIVE = True; //When selected unit is killed - change selection to nearest unit
  
  
  { TKMUnitGroup }
  
negative.code: //Get current groups location (we use flagholder)
  function TKMUnitGroup.GetPosition: TKMPoint;
  begin
    if not IsDead then
      Result := Members[0].GetPosition
    else
      Result := KMPoint(0,0);
  end;
  
  
  