anchor.diff:    Result := 0;
     if InRange(aPlayer, 0, gHands.Count - 1)
     and (gHands[aPlayer].Enabled) then
  +  begin
       for B := Low(UnitIndexToType) to High(UnitIndexToType) do
         if B in aTypes then
  -        inc(Result, gHands[aPlayer].Stats.GetUnitQty(UnitIndexToType[B]))
  +        inc(Result, gHands[aPlayer].Stats.GetUnitQty(UnitIndexToType[B]));
  +  end
     else
       LogError('States.StatUnitMultipleTypesCount', [aPlayer]);
   end;
  
positive.code:   Result := 0;
    if InRange(aPlayer, 0, gHands.Count - 1)
    and (gHands[aPlayer].Enabled) then
      for B := Low(UnitIndexToType) to High(UnitIndexToType) do
        if B in aTypes then
          inc(Result, gHands[aPlayer].Stats.GetUnitKilledQty(UnitIndexToType[B]))
    else
      LogError('States.StatUnitKilledMultipleTypesCount', [aPlayer]);
  end;
  
negative.code:   Result := 0;
    if InRange(aPlayer, 0, gHands.Count - 1)
    and (gHands[aPlayer].Enabled) then
    begin
      for B := Low(HouseIndexToType) to High(HouseIndexToType) do
        if B in aTypes then
          inc(Result, gHands[aPlayer].Stats.GetHouseQty(HouseIndexToType[B]));
    end
    else
      LogError('States.StatHouseMultipleTypesCount', [aPlayer]);
  end;
  