anchor.diff:    gPerfLogs.SectionEnter(psGameFOW, gGameApp.Game.GameTick);
     try
       AroundRadius := Radius + RENDER_RADIUS_ADD;
  -    if not fCoverHasBeenCalled and not gGameApp.DynamicFOWEnabled then
  +    if not fCoverHasBeenCalled and not fDynamicFOW then
       begin
         if fRevealedRadius[Pos.Y, Pos.X] < Radius then
         begin
  
positive.code: //0 unrevealed, 255 revealed completely
  //but false in cases where it will effect the gameplay (e.g. unit hit test)
  function TKMFogOfWar.CheckVerticeRev(aRevArray: PKMByte2Array; const X,Y: Word): Byte;
  begin
    //I like how "alive" the fog looks with some tweaks
    //pulsating around units and slowly thickening when they leave :)
    if gGameApp.DynamicFOWEnabled then
      if (aRevArray^[Y,X] >= FOG_OF_WAR_ACT) then
        Result := 255
      else
        Result := (aRevArray^[Y,X] shl 8) div FOG_OF_WAR_ACT
    else
      if (aRevArray^[Y,X] >= FOG_OF_WAR_MIN) then
        Result := 255
      else
        Result := 0;
  
negative.code:     fAnimStep: Cardinal;
      fMapX: Word;
      fMapY: Word;
  
      fDynamicFOW: Boolean; //Local copy for faster access, updated in UpdateState
  
      //Initial revealers from static script
      fInitialRevealAll: Boolean;
  