anchor.diff:      gTerrain.Land^[fUnit.Position.Y, fUnit.Position.X].IncJamMeter(1);
   
       fInteractionStatus := kisPushed; //So that unit knows it was pushed not just walking somewhere
  -    Explanation := 'We were asked to get out of the way';
  +    fExplanation := 'We were asked to get out of the way';
       ExplanationLogAdd;
       fPass := GetEffectivePassability; //Units are allowed to step off roads when they are pushed
     end;
  
positive.code:   LoadStream.Read(fAvoidLockedAsMovementCost);
  
    LoadStream.Read(fVertexOccupied);
    NodeList := TKMPointList.Create;
    NodeList.LoadFromStream(LoadStream);
    LoadStream.Read(NodePos);
  end;
  
  
  
negative.code:   if (aOpponent.Action is TKMUnitActionWalkTo)
    and (TKMUnitActionWalkTo(aOpponent.Action).fInteractionStatus = kisPushed) then
    begin
      fExplanation := 'Unit is blocking the way and has been asked to move';
      ExplanationLogAdd;
      Result := True; //Means exit DoUnitInteraction
    end
  