anchor.diff:  var
     I: Integer;
   begin
  -  fMyTerrain := gTerrain;
  -
  -  Resize(fMyTerrain.MapX - 1, fMyTerrain.MapY - 1);
  +  Resize(gTerrain.MapX - 1, gTerrain.MapY - 1);
   
     for I := 0 to MAX_HANDS - 1 do
     begin
  
positive.code:       if fow = 0 then
          fBase[I*fMapX + K] := $FF000000
        else begin
          landPtr := @fMyTerrain.Land^[MY,MX];
          tileOwner := -1;
          if landPtr.TileOwner <> -1 then
          begin
            if fMyTerrain.TileHasRoad(MX, MY)
              and (landPtr.IsUnit <> nil)
              and InRange(TKMUnit(landPtr.IsUnit).Owner, 0, MAX_HANDS) then
              tileOwner := TKMUnit(landPtr.IsUnit).Owner
  
negative.code:     fPaintVirtualGroups: Boolean; //Paint missing army memmbers
      fSepia: Boolean; //Less saturated display for menu
      fParser: TKMMissionParserPreview;
      fAlerts: TKMAlerts;
  
      //We need to store map properties locally since Minimaps come from various
  