anchor.diff:    LoadStream.Read(fWalkTo);
     LoadStream.Read(fNewWalkTo);
     LoadStream.Read(fDistance);
  -  LoadStream.Read(fUseExactTarget);
     LoadStream.Read(fTargetUnit, 4); //substitute it with reference on SyncLoad
     LoadStream.Read(fTargetHouse, 4); //substitute it with reference on SyncLoad
     LoadStream.Read(fPass, SizeOf(fPass));
  
positive.code:   fWalkFrom     := fUnit.GetPosition;
    fNewWalkTo    := KMPoint(0,0);
    fPass         := fUnit.DesiredPassability;
    fUseExactTarget := aUseExactTarget;
  
    if fUseExactTarget then
      fWalkTo := aLocB
    else
      fWalkTo := gTerrain.GetClosestTile(aLocB, aUnit.GetPosition, fPass, False);
  
negative.code:     fInteractionStatus := kis_None;
  
    fDistance   := aDistance;
  
    fNewWalkTo := aNewTargetUnit.GetPosition;
  
  