anchor.diff:      gTerrain.AddHouseRemainder(fPosition, fType, fBuildState);
   
     BuildingRepair := False; //Otherwise labourers will take task to repair when the house is destroyed
  -  if RemoveRoadWhenDemolish and ((BuildingState in [hbsNoGlyph, hbsWood]) or IsSilent) then
  +  if (BuildingState in [hbsNoGlyph, hbsWood]) or IsSilent then
     begin
       if gTerrain.Land[Entrance.Y, Entrance.X].TileOverlay = toRoad then
       begin
  
positive.code:     fIsDestroyed: Boolean;
      fIsBeingDemolished: Boolean; //To prevent script calling HouseDestroy on same house within OnHouseDestroyed action.
                                   //Not saved because it is set and used within the same tick only.
      RemoveRoadWhenDemolish: Boolean;
      fPointerCount: Cardinal;
      fTimeSinceUnoccupiedReminder: Integer;
      fDisableUnoccupiedMessage: Boolean;
  
negative.code:   LoadStream.Read(fIsOnSnow);
    LoadStream.Read(fSnowStep);
    LoadStream.Read(fIsDestroyed);
    LoadStream.Read(fPointerCount);
    LoadStream.Read(fTimeSinceUnoccupiedReminder);
    LoadStream.Read(fDisableUnoccupiedMessage);
  