anchor.diff:      procedure Clear;
   
       procedure ProcBeacon(aPlayer: TKMHandID; aX, aY: Integer);
  -    procedure ProcFieldBuilt(aPlayer: TKMHandID; aX, aY: Word);
  -    procedure ProcHouseAfterDestroyed(aHouseType: TKMHouseType; aOwner: TKMHandID; aX, aY: Word);
  +    procedure ProcFieldBuilt(aPlayer: TKMHandID; aX, aY: Integer);
  +    procedure ProcHouseAfterDestroyed(aHouseType: TKMHouseType; aOwner: TKMHandID; aX, aY: Integer);
       procedure ProcHouseBuilt(aHouse: TKMHouse);
       procedure ProcHousePlanDigged(aHouse: TKMHouse);
  -    procedure ProcHousePlanPlaced(aPlayer: TKMHandID; aX, aY: Word; aType: TKMHouseType);
  -    procedure ProcHousePlanRemoved(aPlayer: TKMHandID; aX, aY: Word; aType: TKMHouseType);
  +    procedure ProcHousePlanPlaced(aPlayer: TKMHandID; aX, aY: Integer; aType: TKMHouseType);
  +    procedure ProcHousePlanRemoved(aPlayer: TKMHandID; aX, aY: Integer; aType: TKMHouseType);
       procedure ProcHouseDamaged(aHouse: TKMHouse; aAttacker: TKMUnit);
       procedure ProcHouseDestroyed(aHouse: TKMHouse; aDestroyerIndex: TKMHandID);
  -    procedure ProcHouseWareCountChanged(aHouse: TKMHouse; aWare: TKMWareType; aCnt: Word; aChangeCnt: Integer);
  +    procedure ProcHouseWareCountChanged(aHouse: TKMHouse; aWare: TKMWareType; aCnt: Integer; aChangeCnt: Integer);
       procedure ProcGameSpeedChanged(aSpeed: Single);
       procedure ProcGroupHungry(aGroup: TKMUnitGroup);
       procedure ProcGroupOrderAttackHouse(aGroup: TKMUnitGroup; aHouse: TKMHouse);
       procedure ProcGroupOrderAttackUnit(aGroup: TKMUnitGroup; aUnit: TKMUnit);
       procedure ProcGroupBeforeOrderSplit(aGroup: TKMUnitGroup; var aNewType: TKMUnitType; var aNewCnt: Integer; var aMixed: Boolean);
  -    procedure ProcGroupOrderMove(aGroup: TKMUnitGroup; aX, aY: Word);
  +    procedure ProcGroupOrderMove(aGroup: TKMUnitGroup; aX, aY: Integer);
       procedure ProcGroupOrderLink(aGroup1, aGroup2: TKMUnitGroup);
       procedure ProcGroupOrderSplit(aGroup, aNewGroup: TKMUnitGroup);
       procedure ProcMarketTrade(aMarket: TKMHouse; aFrom, aTo: TKMWareType);
       procedure ProcMissionStart;
       procedure ProcPeacetimeEnd;
  -    procedure ProcPlanRoadDigged(aPlayer: TKMHandID; aX, aY: Word);
  -    procedure ProcPlanRoadPlaced(aPlayer: TKMHandID; aX, aY: Word);
  -    procedure ProcPlanRoadRemoved(aPlayer: TKMHandID; aX, aY: Word);
  -    procedure ProcPlanFieldPlaced(aPlayer: TKMHandID; aX, aY: Word);
  -    procedure ProcPlanFieldRemoved(aPlayer: TKMHandID; aX, aY: Word);
  -    procedure ProcPlanWinefieldDigged(aPlayer: TKMHandID; aX, aY: Word);
  -    procedure ProcPlanWinefieldPlaced(aPlayer: TKMHandID; aX, aY: Word);
  -    procedure ProcPlanWinefieldRemoved(aPlayer: TKMHandID; aX, aY: Word);
  +    procedure ProcPlanRoadDigged(aPlayer: TKMHandID; aX, aY: Integer);
  +    procedure ProcPlanRoadPlaced(aPlayer: TKMHandID; aX, aY: Integer);
  +    procedure ProcPlanRoadRemoved(aPlayer: TKMHandID; aX, aY: Integer);
  +    procedure ProcPlanFieldPlaced(aPlayer: TKMHandID; aX, aY: Integer);
  +    procedure ProcPlanFieldRemoved(aPlayer: TKMHandID; aX, aY: Integer);
  +    procedure ProcPlanWinefieldDigged(aPlayer: TKMHandID; aX, aY: Integer);
  +    procedure ProcPlanWinefieldPlaced(aPlayer: TKMHandID; aX, aY: Integer);
  +    procedure ProcPlanWinefieldRemoved(aPlayer: TKMHandID; aX, aY: Integer);
       procedure ProcPlayerDefeated(aPlayer: TKMHandID);
       procedure ProcPlayerVictory(aPlayer: TKMHandID);
  -    procedure ProcRoadBuilt(aPlayer: TKMHandID; aX, aY: Word);
  +    procedure ProcRoadBuilt(aPlayer: TKMHandID; aX, aY: Integer);
       procedure ProcTick;
  -    procedure ProcUnitAfterDied(aUnitType: TKMUnitType; aOwner: TKMHandID; aX, aY: Word);
  +    procedure ProcUnitAfterDied(aUnitType: TKMUnitType; aOwner: TKMHandID; aX, aY: Integer);
       procedure ProcUnitAttacked(aUnit, aAttacker: TKMUnit);
       procedure ProcUnitDied(aUnit: TKMUnit; aKillerOwner: TKMHandID);
       procedure ProcUnitTrained(aUnit: TKMUnit);
       procedure ProcUnitWounded(aUnit, aAttacker: TKMUnit);
  -    procedure ProcWareProduced(aHouse: TKMHouse; aType: TKMWareType; aCount: Word);
  +    procedure ProcWareProduced(aHouse: TKMHouse; aType: TKMWareType; aCount: Integer);
       procedure ProcWarriorEquipped(aUnit: TKMUnit; aGroup: TKMUnitGroup);
       procedure ProcWarriorWalked(aUnit: TKMUnit; aToX, aToY: Integer);
  -    procedure ProcWinefieldBuilt(aPlayer: TKMHandID; aX, aY: Word);
  +    procedure ProcWinefieldBuilt(aPlayer: TKMHandID; aX, aY: Integer);
   
       procedure Save(SaveStream: TKMemoryStream);
       procedure Load(LoadStream: TKMemoryStream);
  
positive.code: 
  //* Version: 5964
  //* Occurs when player has placed a road plan.
  procedure TKMScriptEvents.ProcPlanRoadPlaced(aPlayer: TKMHandID; aX, aY: Word);
  begin
    if MethodAssigned(evtPlanRoadPlaced) then
      CallEventHandlers(evtPlanRoadPlaced, [aPlayer, aX, aY]);
  
negative.code: //* Occurs after a house is destroyed and has been completely removed from the game,
  //* meaning the area it previously occupied can be used.
  //* If you need more information about the house use the OnHouseDestroyed event.
  procedure TKMScriptEvents.ProcHouseAfterDestroyed(aHouseType: TKMHouseType; aOwner: TKMHandID; aX, aY: Integer);
  begin
    if MethodAssigned(evtHouseAfterDestroyed) then
      CallEventHandlers(evtHouseAfterDestroyed, [HOUSE_TYPE_TO_ID[aHouseType] - 1, aOwner, aX, aY]);
  