anchor.diff:           end;
          end;
       2: begin
  -         fDestroyingHouse := True;
            if IsRanged then
              SetActionLockedStay(FIRING_DELAY, ua_Work, False, 0, 0) //Start shooting
            else
  
positive.code: begin
    inherited;
    LoadStream.Read(fHouse, 4);
    LoadStream.Read(fDestroyingHouse);
  end;
  
  
  
negative.code:   inherited Create(aWarrior);
    fTaskName := utn_AttackHouse;
    fHouse := aHouse.GetHousePointer;
  end;
  
  
  