anchor.diff:  
   
   //Defines from where to where unit will be walking
  -function TUnitActionGoInOut.DefineInOutLocations(aUnit: TKMUnit):boolean; //returns false if no location was found
  +{function TUnitActionGoInOut.DefineInOutLocations(aUnit: TKMUnit):boolean; //returns false if no location was found
   var TempUnit: TKMUnit;
   begin
     Result := false;
  
positive.code: 
    //if fUsingDoorway then inc(fHouse.DoorwayUse); //@Lewin: commented out since it's still crashing in Tutorial
    Result := true;
  end;
  
  
  procedure TUnitActionGoInOut.Execute(KMUnit: TKMUnit; out DoEnd: Boolean);
  
negative.code: begin
    DoEnd := false;
  
    {if not fHasStarted then //Try to define Door and Street locations if aren't defined yet
      fHasStarted := DefineInOutLocations(KMUnit);
  
    if (not fHasStarted)and(fWaitingForPush) then exit;} //Wait if we can't walk out yet (walking In is always ok)
  
    if not fHasStarted then //Set Door and Street locations
    begin
      fUsingDoorway := true; //By default we will use the doorway rather than a diagonal entrance
  