anchor.diff:  interface
   uses
      Classes, KromUtils, Math, SysUtils,
  -   KM_CommonTypes, KM_Defaults, KM_Utils, KM_ResourceGFX, KM_ResourceHouse, KM_Points;
  +   KM_CommonTypes, KM_Defaults, KM_ResourceGFX, KM_ResourceHouse, KM_Points, KM_Utils;
   
     {Everything related to houses is here}
   type
  
positive.code: procedure TKMHouse.UpdateDamage;
  var Dmg: integer;
  begin
    Dmg := GetMaxHealth div 8; //There are 8 fire places for each house, so the increment for each fire level is Max_Health / 8
    fCurrentAction.SubActionRem([ha_Fire1,ha_Fire2,ha_Fire3,ha_Fire4,ha_Fire5,ha_Fire6,ha_Fire7,ha_Fire8]);
    if fDamage > 0*Dmg then fCurrentAction.SubActionAdd([ha_Fire1]);
    if fDamage > 1*Dmg then fCurrentAction.SubActionAdd([ha_Fire2]);
  
negative.code:     Exit;
    end;
  
    fDamage := Math.min(fDamage + aAmount, MaxHealth);
    if (fBuildState = hbs_Done) and BuildingRepair then
      fPlayers.Player[fOwner].BuildList.AddHouseRepair(Self);
  
  