anchor.diff:            gRenderAux.Quad(Point.X, Point.Y, Color);
           end;
         end;
  -}
  +//}
   end;
   
   
  
positive.code:             NodePrio := NODE_PRIO_Roads // House is unlocked, prio is high
            else
              NodePrio := NODE_PRIO_RoadsUnlockHouse; // House is unlocked and its construction will unlock another house, prio is TOP
            NodePrio := Byte(K <> High(HTArr)) * NODE_PRIO_RoadsReservation + Byte(K = High(HTArr)) * NODE_PRIO_Roads;
            Output := BuildHouse(IgnoreTreesInPlan, HouseReservation, IgnoreExistingPlans, HTArr[K], NodePrio);
            RequiredHouses[ HTArr[K] ] := 0;
          end;
  
negative.code:   Color: Cardinal;
    Point: TKMPoint;
  begin
  //{
    for K := 0 to gHands[fOwner].Units.Count - 1 do
      with gHands[fOwner].Units[K] do
        if not IsDeadOrDying then
  