anchor.diff:                            end
                             else
                               AddError('ct_AttackPosition without prior declaration of Troop');
  -    ct_AddGoal:         if (fParsingMode <> mpm_Preview) then
  -                        if fLastPlayer >= 0 then
  +    ct_AddGoal:         if fLastPlayer >= 0 then
                             //If the condition is time then P[3] is the time, else it is player ID
                             if TGoalCondition(P[0]) = gc_Time then
                               fPlayers[fLastPlayer].Goals.AddGoal(glt_Victory,TGoalCondition(P[0]),TGoalStatus(P[1]),P[3],P[2],-1)
  
positive.code:   TMissionParsingMode = (
                            mpm_Single,
                            mpm_Multi,  //Skip players
                            mpm_Editor, //Ignore errors, load armies differently
                            mpm_Preview //Skip as much as we can
                          );
  
    TKMCommandType = (ct_Unknown=0,ct_SetMap,ct_SetMaxPlayer,ct_SetCurrPlayer,ct_SetHumanPlayer,ct_SetHouse,
  
negative.code:                             fPlayers[fLastPlayer].Stats.GoodInitial(ResourceKaMIndex[P[2]], Qty);
                            end;
                          end;
      ct_AddWeapon:       if fLastPlayer >= 0 then
                          begin
                            Qty := EnsureRange(P[1], -1, High(Word)); //Sometimes user can define it to be 999999
                            if Qty = -1 then Qty := High(Word); //-1 means maximum weapons
  