anchor.diff:                  struct (evaleds, world)
   
               // init isSelected F# reach-around
  -            WorldModule.isSelected <- fun simulant world ->
  -                World.isSelected simulant world
  -
  +            WorldModule.isSelected <- 
  +                World.isSelected
  +
  +            // init sortSubscriptionByDepth F# reach-around
               WorldModule.sortSubscriptionsByDepth <- fun subscriptions worldObj ->
                   let world = worldObj :?> World
                   EventSystem.sortSubscriptionsBy
  
positive.code: 
              // init registerScreenPhysics F# reach-around
              WorldModule.registerScreenPhysics <- fun screen world ->
                  let entities = World.getLayers screen world |> Seq.map (flip World.getEntities world) |> Seq.concat |> Seq.toArray
                  Array.fold (fun world (entity : Entity) ->
                      World.registerEntityPhysics entity world)
                      world entities
  
              // init unregisterScreenPhysics F# reach-around
              WorldModule.unregisterScreenPhysics <- fun screen world ->
                  let entities = World.getLayers screen world |> Seq.map (flip World.getEntities world) |> Seq.concat |> Seq.toArray
                  Array.fold (fun world (entity : Entity) ->
                      World.unregisterEntityPhysics entity world)
                      world entities
  
negative.code:                         world
                  world
  
              // init miscellaneous reach-arounds
              WorldModule.register <- fun simulant world -> World.register simulant world
              WorldModule.unregister <- fun simulant world -> World.unregister simulant world
              WorldModule.expandContent <- fun setScreenSplash content origin parent world -> World.expandContent setScreenSplash content origin parent world
  