anchor.diff:  end;
   
   
  +procedure TKMGUIGameHouse.House_WoodcutterClick(Sender: TObject; Shift: TShiftState);
  +begin
  +  if Sender <> Button_Woodcutter then Exit;
  +
  +  if ssLeft in Shift then
  +    Radio_Woodcutter.ItemIndex := (Radio_Woodcutter.ItemIndex + 1) mod 3 //Cycle
  +  else
  +  if ssRight in Shift then
  +    Radio_Woodcutter.ItemIndex := (Radio_Woodcutter.ItemIndex + 3 - 1) mod 3; //Cycle reverse
  +
  +  House_WoodcutterChange( Button_Woodcutter );
  +end;
  +
  +
   procedure TKMGUIGameHouse.House_WoodcutterChange(Sender: TObject);
   var
     W: TKMHouseWoodcutters;
     WMode: TKMWoodcutterMode;
   begin
     W := TKMHouseWoodcutters(gMySpectator.Selected);
  -  if Sender = Button_Woodcutter then
  -    Radio_Woodcutter.ItemIndex := (Radio_Woodcutter.ItemIndex + 1) mod 3; //Cycle
   
     if (Sender = Button_Woodcutter) or (Sender = Radio_Woodcutter) then
     begin
  
positive.code: begin
    Panel_HouseWoodcutter := TKMPanel.Create(Panel_House,TB_PAD,76,TB_WIDTH,266);
      Button_Woodcutter := TKMButtonFlat.Create(Panel_HouseWoodcutter,0,64,32,32,51,rxGui);
      Button_Woodcutter.OnClick := House_WoodcutterChange; //Clicking the button cycles it
  
      Radio_Woodcutter := TKMRadioGroup.Create(Panel_HouseWoodcutter,38,64,TB_WIDTH - 38,48,fntGrey);
      Radio_Woodcutter.ItemIndex := 0;
  
negative.code:     procedure House_StoreItemClickShift(Sender: TObject; Shift: TShiftState);
      procedure House_StoreFill;
  
      procedure House_WoodcutterClick(Sender: TObject; Shift: TShiftState);
      procedure House_WoodcutterChange(Sender: TObject);
      procedure House_ArmorWSDeliveryToggle(Sender: TObject);
  
  