anchor.diff:    fullTerId: Integer;
   begin
     fullTerId := aTexOffset + aTerId + 1;
  -  Result := (aTerId < 256)
  +  Result := (aTerId < 256) // Animation base terrain IDs are in the 'original' tileset
       and InRange(fullTerId, 5000, MAX_STATIC_TERRAIN_ID) //Animations are from 5000 to 10000
       and (gGFXData[rxTiles, fullTerId].Tex.ID <> 0)
  -    and not InRange(fullTerId, 5549, 5600);
  +    and not InRange(fullTerId, 5549, 5600); // These are used by masks
   //  if Result then
   //    if InRange(FullTerId, 305, 349) then
   //    begin
  
positive.code:   end;
  
    function TryAddAnimTex(var aAnimCnt: Integer; aTX, aTY, aTexOffset: Word): Boolean;
      function SetAnimTileVertex(aTerrain: Word; aRotation: Byte): Boolean;
      var
        texAnimC: TUVRect;
  
negative.code:         Result := True;
        end;
      end;
  
    var
      L: Integer;
    begin
  