anchor.diff:    TileID: Integer;
   begin
     TilesRandom.Checked := (gGameCursor.MapEdDir = 4);
  +  TilesEyedropper.Down := gGameCursor.Mode = cmEyedropper;
  +  TilesRotate.Down := gGameCursor.Mode = cmRotateTile;
   
     for I := 0 to MAPED_TILES_Y - 1 do
     for K := 0 to MAPED_TILES_X - 1 do
  
positive.code: 
  procedure TKMMapEdTerrainTiles.UpdateState;
  begin
    TilesRandom.Checked := (gGameCursor.MapEdDir = 4);
    TilesRefresh(nil);
  end;
  
  
negative.code:       TilesTable[L].Hint := IntToStr(TileID - 1);
      //If cursor has a tile then make sure its properly selected in table as well
      TilesTable[L].Down := (gGameCursor.Mode = cmTiles) and (gGameCursor.Tag1 = TileID - 1);
    end;
  end;
  
  