anchor.diff:    if TKMUnitWarrior(fUnit).IsRanged then
     begin
       if ExecuteProcessRanged(Step) then
  -      exit;
  +      Exit;
     end
     else
       if ExecuteProcessMelee(Step) then
  -      exit;
  +      Exit;
   
     //Aiming Archers and pausing melee may miss a few ticks, (exited above) so don't put anything critical below!
   
     StepDone := (fUnit.AnimStep mod Cycle = 0) or TKMUnitWarrior(fUnit).IsRanged; //Archers may abandon at any time as they need to walk off imediantly
  -  inc(fUnit.AnimStep);
  +  Inc(fUnit.AnimStep);
   end;
   
   
  
positive.code:     if fFightDelay > 0 then
      begin
        dec(fFightDelay);
        Result := true; //Means exit from Execute
        exit;
      end;
  
      fFightDelay := -1; //Reset
  
negative.code: 
  
  //A result of true means exit from Execute
  function TUnitActionFight.ExecuteProcessMelee(Step: Byte): Boolean;
  var
    IsHit: Boolean;
    Damage: Word;
  begin
    Result := false;
    //Melee units place hit on this step
  