anchor.diff:  end;
   
   
  -constructor TTaskDeliver.Create(aSerf:TKMUnitSerf; aFrom:TKMHouse; toUnit:TKMUnit; Res:TResourceType; aID:integer);
  +constructor TTaskDeliver.Create(aSerf: TKMUnitSerf; aFrom: TKMHouse; toUnit: TKMUnit; Res: TResourceType; aID: Integer);
   begin
     inherited Create(aSerf);
     fTaskName := utn_Deliver;
  
positive.code:   with TKMUnitSerf(fUnit) do
    case fPhase of
      0..4:;
      //@Lewin: It's the only place in KaM that used to access houses entrance from diagonals, right?
      //        I suspect it was made similar to workers - tile was declared  "Under construction" and
      //        could accept goods from any side, or something alike. 
      //        I have removed this Distance=1 from here because it simplifies our WalkToSpot method.
      //        Please give me your thoughts on this case - maybe we need to use Distance=n
      //        in some other occasions of WalkToSpot too?
      //@Krom: Since this change some people have complained because it's hard for serfs to get wares to the site
      //       when workers block the enterance. But it is much simpler this way so I don't have a problem really.
      5:  SetActionWalkToSpot(KMPointBelow(fToHouse.GetEntrance));
      6:  begin
            Direction := KMGetDirection(GetPosition, fToHouse.GetEntrance);
  
negative.code:           SetActionWalkToSpot(KMPointBelow(fFrom.GetEntrance));
          end;
      1:  begin
            SetActionGoIn(ua_Walk, gd_GoInside, fFrom);
          end;
      2:  begin
            //Barracks can consume the resource (by equipping) before we arrive
  