anchor.diff:      Output := False;
       // Ranged groups view: our ranged unit -> select target => each unit should fire
       GT := gt_Ranged;
  +    TargetIdx := 0; // Only for compiler
       for I := AvaiableSquads[GT].Count - 1 downto 0 do
       begin
         Squad := AvaiableSquads[GT].Squads[I];
  
positive.code:   EnemyStats := gAIFields.Influences.InfluenceSearch.EnemiesStats;
  
    // Calculate strength of alliance, find best comparison - value in interval <-1,1>, positive value = advantage, negative = disadvantage
    if (Length(EnemyStats) > 0) then
    begin
      // Find closest enemy
  
negative.code:           AvaiableSquads[K] := True;
            K := K + 1;
          end;
        ClosestIdx := 0; // Only for compiler
        for I := TagPositions.Count - 1 downto 0 do
        begin
          Position := TagPositions.Items[I];
  