anchor.diff:  
   //Member got in a fight
   //Remember who we are fighting with, to guide idle units to
  -//This only works for melee offenders
  +//This only works for melee offenders(?)
   procedure TKMUnitGroup.Member_PickedFight(aMember: TKMUnitWarrior; aEnemy: TKMUnit);
   begin
     if (aEnemy is TKMUnitWarrior) then
  
positive.code: end;
  
  
  function TKMUnitGroup.GetOrderTargetUnit: TKMUnit;
  begin
    //If the target unit has died then clear it
  
negative.code: 
  destructor TKMUnitGroup.Destroy;
  begin
    //@Krom: Do we need to release unit pointers from fMembers? I guess the group is only destroyed
    //       when fMembers.Count = 0 so it doesn't matter?
    fMembers.Free;
    ClearOffenders; //Need to release unit pointers
    fOffenders.Free;
  
    inherited;
  