anchor.diff:    KM_CommonClasses, KM_Defaults,
     KM_Houses, KM_ResourceWares;
   
  -{Everything related to houses is here}
  +
   type
     //Barracks has 11 resources and Recruits
     TKMHouseBarracks = class(TKMHouse)
  
positive.code:   RT: TWareType;
  begin
    inherited;
    //A new Barracks should inherit the accept properies of the first Barracksof that player,
    //which stops a sudden flow of unwanted resources to it as soon as it is create.
    FirstBarracks := TKMHouseBarracks(fPlayers[fOwner].FindHouse(ht_Barracks, 1));
    if (FirstBarracks <> nil) and not FirstBarracks.IsDestroyed then
      for RT := WARFARE_MIN to WARFARE_MAX do
  
negative.code: end;
  
  
  function TKMHouseBarracks.CheckResIn(aWare: TWareType): Word;
  begin
    if aWare in [WARFARE_MIN..WARFARE_MAX] then
      Result := ResourceCount[aWare]
  