anchor.diff:  
       TKMissionMode = (mm_Normal, mm_Tactic);
   
  -    TAllianceType = (at_Enemy=0, at_Ally=1);
  +    TAllianceType = (at_Enemy, at_Ally);
   
   const
     TKMCursorDirections: array[TKMDirection]of integer = (c_DirN,c_Dir0,c_Dir1,c_Dir2,c_Dir3,c_Dir4,c_Dir5,c_Dir6,c_Dir7);
  
positive.code: type TGoInDirection = (gd_GoOutside=-1, gd_GoInside=1); //Switch to set if unit goes into house or out of it
  
  type //Army_Flag=4962,
    TUnitThought = (th_None=0, th_Eat=1, th_Home, th_Build, th_Stone, th_Wood, th_Death, th_Quest);
  
  const //Corresponding indices in units.rx
    ThoughtBounds:array[1..7,1..2] of word = (
  
negative.code: 
  {Cursors}
  type
    TCursorMode = ( cm_None, cm_Erase, cm_Road, cm_Field, cm_Wine, cm_Wall, cm_Houses, //Gameplay
                    cm_Height, cm_Tiles, cm_Objects, cm_Units); //MapEditor
  
  const
  